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Old 26-10-2020, 17:31   #27445
NAP.
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Iscritto dal: Oct 2005
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Originariamente inviato da TigerTank Guarda i messaggi
Uscito nuovo reshade 4.8.0.
Update ddiddio questo, adesso c'è il supporto diretto a shader compute che permetterà nuove manipolazioni e più precise e minor imoatto sulle performance, per me è il Nirvana


Changelog


4.8.0:

Added compute shader support to ReShade FX shader language, supported in D3D11, D3D12, OpenGL and Vulkan.

Added option to not clear alpha channel of screenshots

Added option to include preset name in screenshot file name

Added JPEG as a screenshot format option

Added option to duplicate current preset when creating a new one

Added option to only load enabled effects

Added performance mode toggle keyboard shortcut

Added global option to force fullscreen mode in D3D

Added support for global config file to change base and module load path (instead of having to rely on environment variables).

Added position of separator between technique and variable list in UI to config (so it is persistent between runs)

Added technique context menu button to open containing folder in Windows explorer

Added category context menu button to reset all variables in that category to their default values

Added separate code viewer window, so one can view generated code and edit a shader simultaneously

Added editor support for "Shift + Tab" to remove line indentation without selection

Added editor support for paste on new line

Added visual indicator to text editor title when open document is unsaved

Added message to home tab when a texture failed to load

Added yellow highlight to items in the technique list where the underlying effect compiled with warnings and added those warnings to the tooltip

Added effect parser error when encountering multi-dimensional array

Added effect parser error when using sRGB sampling on back buffer but back buffer format is not RGBA8

Added effect parser error when static variable initializer is not a literal expression. This is a breaking change for some effects! But necessary since ReShade FX now properly supports the "static" keyword when it had no effect before.

Added effect parser warning when specifying negative value for texture property

Added "tex2Dsize" intrinsic overload which takes a storage object (for compute shaders)

Added "barrier", "memoryBarrier" and "groupMemoryBarrier" intrinsics for use in compute shaders

Added atomic intrinsics "atomicAdd", "atomicAnd", "atomicOr", "atomicXor", "atomicMin", "atomicMax", "atomicExchange" and "atomicCompareExchange"

Added support for "SV_IsFrontFace" semantic to GLSL/SPIR-V code generation

Added support for "min16int", "min16uint" and "min16float" scalar and vector types

Added "mousewheel" source for uniform variables to use mouse wheel input

Added "overlay_active" and "overlay_hovered" source to uniform variables, which hold the index (from the top in the effect file) of the UI widget the user is currently entering a value in or hovering in the UI

Added more verbose logging in case of D3D10/11 resource creation failures

Added pass names for passes writing to a texture on the statistics page

Added device and driver information to UI in OpenGL

Added support for comma character in INI elements

Added path text box to app selection in setup tool

Added different sort modes to app selection in setup tool

Added button to add custom effect package to setup tool

Added option to skip individual effect selection using three state checkboxes to setup tool

Added setup tool archive validation when opening it

Added standard Epic Games Launcher install location to setup tool search paths

Added heuristic to setup tool that chooses the depth reversed setting based on the year a game came out

Added error to setup tool when installing to an application that already has ReShade installed via a different render API

Added notice on how to uninstall to final setup tool screen

Added signature to setup tool

Improved file and directory selection dialogs (including the preset selection) and added icons

Improved format of variable names in generated GLSL code for better readability

Improved effect parser error recovery for errors inside struct definitions

Improved speed of setup tool application detection

Changed INI option names for a cleaner look! The setup tool will update them when installing over an existing config, but be aware of this when doing a manual update, since some of your settings may get lost.

Changed preset path option to save as a relative path to the ReShade DLL if preset is in the same or a subdirectory

Changed "tex2Dfetch" intrinsic to accept coordinates without a mipmap level and added seprate overload which accepts a mipmap level. This is a breaking change, so make sure to update your shaders (it will continue to compile with warnings in most cases, since int4 can be implicitly casted to int2, but only behaves the same then if the passed in mipmap level was zero)!

Changed D3D9 depth buffer detection logic to always run independently on each frame (fixes flickering in some games, like RE4 Remastered HD)

Changed splash banner to disappear immediately after reloading finished on all reloads except the first one

Changed assembly viewer text to get updated after an effect finished compiling

Changed HLSL compilation to enable highest optimization level only when performance mode is active

Changed configuration to save and restore custom style independently of the fixed presets (so its not lost when switching between those)

Changed keyboard shortcuts to be inactive while typing into text boxes

Changed item width for variable editor UI widgets

Changed texture name reservation to only run in OpenGL compatibility contexts by default

Changed default preset file name to "ReShadePreset.ini"

Changed setup tool to install to "bin" directory if one exists next to the executable (for Source Engine games)

Fixed mouse button double clicks not registering

Fixed red and blue color channel being switched in D3D12 screenshots in some applications

Fixed hang in Vulkan games because fence completion check was comparing against wrong return value

Fixed partial screen updates in D3D9 messing up ReShade rendering (e.g. in IL-2 Cliffs of Dover)

Fixed hooks not being installed in applications that call "LoadLibraryExA/W" with flags (e.g. Prey)

Fixed duplicated D3D10/D3D11 hooks (since the D3D10 driver may use D3D11 internally)

Fixed D3D9 depth surface replacement messing up games using INTZ format themselves (e.g. Dead Space)

Fixed artifacts in D3D9 games using partial depth buffer clears

Fixed artifacts in OpenGL games using GL_ALPHA_TEST

Fixed unbound key shortcuts potentially triggering if application sends input messages for key code zero

Fixed crash if application calls "ID3D11Device::CreateShaderResourceView" and similar with a nullptr resource (e.g. in Snowrunner)

Fixed crash when application unloads ReShade while a thread is still calling "GetMessage" (e.g. in Dolphin)

Fixed crash in Vulkan when data race occurs after multiple threads failed to access a value from a lockfree table (e.g. in Baldur's Gate)

Fixed crash if font atlas creation fails

Fixed crash when parsing ReShade FX code that attempts a function call outside of a function

Fixed crash if ReShade FX code contains shader function with an output parameter or return value without a semantic

Fixed crash when pressing "Shift + Tab" in editor with a line that has only spaces selected

Fixed R8 and RG8 textures having an alpha value in D3D9

Fixed wrong render targets being set in D3D12 if effect contains multiple techniques

Fixed primitive topologies other than triangles not working in OpenGL

Fixed "tex2Dstore" intrinsic writing with a slight offset in OpenGL

Fixed precision of floating-point constants in generated HLSL/GLSL code

Fixed preprocessor removing spaces in macro arguments

Fixed preprocessor not trimming all whitespace before and after macro arguments and around concatenation operator

Fixed preprocessor not adding adding backslashes to escape quotes in stringize operator

Fixed code generation for switch statements with multiple cases pointing to the same block

Fixed SPIR-V code generation for struct member accesses on function return values

Fixed SPIR-V code generation for struct input parameters

Fixed SPIR-V code generation for switch statements that contain branches

Fixed SPIR-V code generation for "inout" function parameters with semantics and arrays

Fixed HLSL code generation for global "static" variables

Fixed HLSL code generation for loops on uniform variables in shader model 3

Fixed missing interpolation qualifiers in generated GLSL code for struct return values

Fixed location calculation for GLSL array input and output variables

Fixed GLSL code generation for "inout" function parameters with semantics

Fixed GLSL code generation for shaders that have multiple input or output parameters with the same semantic

Fixed effect parser error when initialization array of structs using initializer list syntax

Fixed incorrect FreePIE uniform data padding

Fixed "timeout" annotation on techniques for very small values (so one can now set it to "1" to only have the technique run a single time)

Fixed division by zero if min/max are switched for "random" uniform source

Fixed user being able to enter invalid characters as a preprocessor macro name

Fixed dragging technique to a new location not preserving order of the others

Fixed editor font affecting search and replace buttons

Fixed pooled textures not always showing up on statistics page

Fixed double click behavior on app selection list in setup tool (it now only reacts if the same item is clicked twice)

Removed "tex2Dgather" intrinsic and instead split it into separate variants for each component

Removed technique percentage numbers from statistics (since they where commonly misunderstood)

Removed support for "POSITION", "VPOS" and "DEPTH" input semantics

Removed error limit again since it can hide errors behind a lot of warnings
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Ultima modifica di NAP. : 26-10-2020 alle 17:36.
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