Some of them have formats specified in the shader files (Like the SMAA one.) those I would imagine need to be altered.
ReShade itself has support for one specific 10-bit back buffer format at least and one override for this though I can’t see what it’s good for to toggle on especially if SpecialK already offers the 8-bit conversions and such towards HDR improvements.
EDIT: As to ReShade itself I use the proxy method frees up D3D .dll for potential improvements alternatively SpecialK can be this file instead freeing up DXGI.dll for any compatibility gains from doing this though I don’t think it’s too important, overlay and full-screen optimization settings perhaps.
Need to see what Microsoft is doing with FSO these days anyway think it’s lessened but still very much a thing albeit reduced especially from D3D9 due to compatibility concerns and breaking bugs, Game Mode apparently has the all important role now of delaying automatic updates while full-screen exclusive mode is on but I need to check that too.
(And find a good overview of the upcoming/insider 21H1 changes ahead of time and expected problems ha ha.)
EDIT: Oh yeah for proxy loading ReShade the DXGI.ini file I’m using has these.
[Import.ReShade32]
Architecture=Win32
Blacklist=
Filename=ReShade32.dll
Role=ThirdParty
When=PlugIn
[Import.ReShade64]
Architecture=x64
Blacklist=
Filename=ReShade64.dll
Role=ThirdParty
When=PlugIn
ReShade also now loads from ReShade.ini so no need to change around naming although if you have multiple presets going that might need some tweaking.
But yeah a .dll file which here is ReShade64.dll is loaded by SpecialK and so far there’s been no problems between ReShade 4.8.2 and SpecialK December 2020 public compile of the day.
D3D11 / DXGI .dll and combinations thereof hasn’t really caused any issues either though so either method should work just fine baring any game compatibility issues or quirks of which unfortunately there can be several.