PCTuning http://pctforum.tyden.cz/ |
|
reshade 4.5.1 http://pctforum.tyden.cz/viewtopic.php?f=42&t=279117 |
Stránka 1 z 1 |
Autor: | spajdr [ út 17. prosinec 2019, 19:59 ] |
Předmět: | reshade 4.5.1 |
Changelog 4.5.0: Rework depth buffer detection code for all APIs again (They are now more similar, including more options for OpenGL) Switched to using SPIR-V for shaders in OpenGL 4.6 for better performance (this needs recent drivers to work correctly) Added UI widgets for preprocessor definitions to the variable list Added compiler error when passing a r-value to an out parameter of a function Added compiler error when a pass is missing shader functions Added shader signature verification to effect compiler Added support for assignment chains to ReShade FX (e.g. "a = b = c = 0;") Added adjustment buttons to combo box widget and label to radio button list Added option to show only specific color components in texture preview Added context menu to technique list to edit included files in addition to the main source file Added support for texture pooling via "pooled" annotation texture MyTex1 < pooled = true; > { Width = 100; Height = 100; Format = RGBA8; }; texture MyTex2 < pooled = true; > { Width = 100; Height = 100; Format = RGBA8; }; ReShade will now attempt to re-use the same memory for textures with the same dimensions and format if the pooled annotation is set. This works across effect files too. Added "ui_text" annotation for uniform variables to display custom text above the variable widget (see screenshot above) uniform float test < ui_text = "This is text that will be rendered above the widget in the variable list"; >; Added support for GPU timings in Vulkan Added environment variable to override path ReShade should load the next DLL from You can now set "RESHADE_MODULE_PATH_OVERRIDE" to a directory for ReShade to load the next DLL, so you can chain ReShade with other injectors Added OpenGL version information to log Improved compiler error recovery for parsing errors in function parameter list and annotations Improved Vulkan command buffer management (which improves performance) Improved multi-threading of effect loading Changed setup tool to install global Vulkan layer while it is open (fixes issues with RDR2) Changed setup tool to use .NET framework 4.5 again for backwards compatibility Changed texture preview to be hidden when effects are disabled Changed COM reference counting behavior to better match COM requirements Change default preset path to executable directory for Vulkan compatibility Fixed memory leak in Vulkan (which worsened every frame) Fixed depth buffer detection in Vulkan Fixed setup tool not updating search paths to absolute paths in Vulkan Fixed HLSL compiler error for variables that are named "Technique" or "Pass" Fixed effect compile error with "discard" statement as last statement in a function with a return value Fixed effect compiler error in pass definition not causing effect compile to fail Fixed effect compiler error when multiple casts are chained in an expression Fixed annotation assignments not supporting literal expressions (you can now write stuff like "< ui_min = 1 + 2; >") Fixed effect compiler sometimes reporting duplicated syntax errors Fixed crash in effect compiler when encountering an undeclared identifier in a shader pass state Fixed empty preprocessor macros not being evaluated correctly Fixed GLSL code generation for matrix indexing Fixed GLSL code generation for vertex shaders with a return semantic Fixed GLSL code generation for some component-wise operations Fixed GLSL code generation for entry points with underscores in the name Fixed GLSL code generation for boolean values in index expressions Fixed GLSL code generation for arithmetic with matrices that are not floating-point Fixed D3D10/11 depth stencil view creation failing in some games (e.g. ArmA 3) Fixed OpenGL depth texture creation failing for games using format "GL_DEPTH_COMPONENT" (e.g. Mugen 1.1) Fixed OpenGL states not being restored during texture upload, which caused texture artifacts in some games Fixed crash if "wglMakeCurrent" was called on an OpenGL context that was not hooked Fixed access to textures in vertex shaders in D3D9 (limited to 4 bindings though) Fixed "UseAspectRatioHeuristics" option not being stored in a config file in D3D9 Fixed wrong color write mask when there is more than one render target in D3D9 Fixed Vulkan performance mode using wrong values Fixed current depth stencil inheritance in D3D12 buffer detection Fixed shared textures being deleted prematurely if a single effect is unloaded Fixed preset switching always falling back to DLL directory for next preset Fixed position of slider buttons Fixed slider buttons being able to change value outside the valid range due to floating-point precision errors Fixed splash bar no longer appearing on reload after reloading a single effect Fixed scaling up the font size causing cropping some buttons and the display of textures on the statistics page Removed format filtering from depth buffer detection Removed tutorial skip button for all but the first tutorial step 4.5.1: Added "Ctrl + F" search support to code editor Added "bufready_depth" source for bool uniform variables to check if depth buffer is available Added error when going over the active effect limit of 50 in Vulkan Added "Reset to default" context menu entry for preprocessor definitions Added support for uniform matrix variables to UI and presets Added list of effect files that failed to compile to "Home" page Added automatic reset of preprocessor definitions if shader fails to compile after changing one Added UAC shield and button to cover global Vulkan layer checkbox in setup tool when not running with elevated privileges Changed "Reset all to default" button to also reset preprocessor defines Changed Vulkan layer installation location to HKLM instead of HKCU if the global option is selected Improved SPIR-V code generation for performance mode in Vulkan Fixed D3D9 render state block setup using invalid states (fixes artifacts in Sims 4) Fixed missing buffers in OpenGL depth buffer detection Fixed OpenGL depth buffer override Fixed cropped OpenGL depth buffers (in emulators, like CEMU) Fixed missing buffers in D3D9 depth buffer detection when "Copy before clear operations" is active (e.g. Mass Effect 2) Fixed keys getting stuck in down state (e.g. when Alt + Tabing): ReShade will now automatically reset the key state when it has not been updated for more than 5 seconds Fixed UI corruption with lots of text on the screen Fixed cursor position if render window was not visible during the creation Fixed floating-point display precision for sliders Fixed constant folding for matrix index expressions Fixed setup crash if Vulkan layer installation was not successful Removed debug logging code from D3D9 that was left in by accident https://reshade.me/#download |
Autor: | spajdr [ so 21. prosinec 2019, 13:56 ] |
Předmět: | Re: reshade 4.5.1 |
4.5.2 Added "Ctrl + H" replace support to a code editor Added option to save a screenshot with user interface visible Fixed hooking in Alan Wake Fixed inverted shaders and artifacts in OpenGL games (happens because of a driver bug, so had to disable the use of SPIR-V there again) Fixed missing OpenGL depth buffer copy in Dolphin Fixed current OpenGL context getting lost when a different one is deleted but not current (WineD3D now works with ReShade) Fixed OpenGL depth buffer detection for when pixel format does not contain depth Fixed multiple ReShade instances in the same process interfering with each other by forcing a single instance ReShade will now exit immediately if another instance was found in the same process already. Fixed crash when pressing "Shift + Tab" in code editor with an empty line selected Fixed crash when searching backward in code editor with the cursor at the end of a line Fixed uniform offset calculation for matrices in SPIR-V code generation https://reshade.me/#download |
Autor: | Pepa1 [ ne 22. prosinec 2019, 04:57 ] |
Předmět: | Re: reshade 4.5.1 |
Vyzkoušel jsem nejnovější verzi na dx12 v Metro exodus a zatím se zdá, že funguje velmi dobře.... vynikající práce, jen tak dál... ![]() |
Stránka 1 z 1 | Čas je uváděn v UTC + 1 hodina |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |