Fixed "command_list::bind_descriptor_tables" not setting all descriptor heaps used by applications in D3D12.Fixed depth buffer detection in Immortals of Aveum.Fixed video playback issues in Unity engine games.Fixed some OpenGL errors with rectangle and multisample textures.Fixed OpenGL context management to properly handle multiple windows (fixes infinite reloading with Citra's "Separate Windows" layout).Fixed multisampled resource creation in OpenGL.Fixed crash in Resident Evil 3 and other multi-threaded D3D11 games."ADDON_GENERIC_DEPTH=" for the Generic Depth add-on) Added loaded add-on names to preprocessor definitions (e.g.Added "ui_category_toggle" variable annotation to toggle visibility of a variable category based on the uniform value.Added "noedit", "noreset" and "nosave" variable annotations and forced loading of "*.addonfx" effect files.Added "tex1Dgrad", "tex2Dgrad" and "tex3Dgrad" intrinsics to ReShade FX.Added "f16tof32" and "f32tof16" intrinsics to ReShade FX.Added built-in "_FILE_NAME_HASH_" and "_FILE_STEM_HASH_" preprocessor macros.Added "addon_event::reshade_overlay_uniform_variable" and "addon_event::reshade_overlay_technique" events allowing customization of the widgets used to show uniform variables or techniques in the overlay.Added various functions to effect runtime add-on API ("effect_runtime::open_overlay", "effect_runtime::reset_uniform_value".Added "device::get_property" add-on API to query device information, "command_queue::get_timestamp_frequency" and more.Added mesh shader add-on API and events ("command_list::dispatch_mesh".
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