Snk-Combone
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Changelog
4.4.0:
Download: https://reshade.me/
4.4.0:
- Added EXPERIMENTAL support for Vulkan
To use, install with setup tool as usual, but run the game via the batch file it generates:
<game name>_with_reshade.bat - Added D3D12/Vulkan depth buffer detection (based on work by thalixte)
- Added lots of improvements to D3D9/10/11 depth buffer detection
- Added option to enable/disable aspect ratio heuristics in depth buffer detection
- Added support for saving before and after screenshots of the same frame (thanks to Naomi)
- Added support for "FILE" and "LINE" preprocessor macros
- Added "BUFFER_COLOR_DEPTH" definition which contains the color bit depth of the frame buffer (e.g. 8 or 10)
- Added "ui_spacing" annotation for spacing before variable widgets in UI
uniform int value1;
uniform int value2 < ui_spacing = 2; >; // 2 spaces away from value1 widget
uniform int value3 < ui_spacing = 5; >; // 5 spaces away from value2 widget - Added "ui_category_closed" annotation to change default open state of variable categories
uniform int value4 < ui_category = "Something"; ui_category_closed = true; >; - Added buttons to edit effect file and show generated code to technique context menu
- Added buttons to show diassembled functions to technique context menu
- Added screenshot support for 10-bit backbuffer formats
- Added "VertexCount" pass state to change number of vertices to draw from default of 3
pass MyPass
{
VertexCount = 6;
VertexShader = SomeVertexShaderWhichCreates2Triangles;
...
} - Added Solarized Dark/Light editor styles
- Added button to skip tutorial on first start
- Added version information to "About" page in UI
- Added highest optimization level flag to HLSL compilation
- Added timeout to update check to avoid stalling startup because of a broken internet connection
- Added error message when texture could not be initialized to UI
- Added option to always use main depth buffer as source in OpenGL
- Added fullscreen preview for textures on statistics page
- Added support for filtering to preset selector in UI
- Added shortcut keys for switching forwards and backwards between presets (thanks to antagonicus)
Pressing one of those keys performs a smooth transition to the next/preview preset file - Added caching for INI files to speed up config/preset loads/saves
- Added option to disable line info generation for shaders:
[GENERAL]
NoDebugInfo=1 - Updated setup tool to .NET framework 4.8
- Improved D3D11 performance by removing global locks (now uses a "ID3D11CommandList" hook for state tracking instead)
- Improved D3D12 performance by reusing a single command list
- Improve responsiveness of slider adjustment buttons
- Redesigned statistics page in UI
- Renamed "Direct3D 10+" button in setup tool to "Direct3D 10/11/12"
- Changed default of "ClearRenderTargets" pass state to "false"
- Changed UI toggle key to not open/close UI when editing text
- Changed preset INI check to look for "Techniques" key instead of "TechniqueSorting"
This fixes compatibility with certain older presets - Changed preprocessor definition name input box in UI to filter out spaces
- Changed "ReShade.ini" lookup to first check application directory before falling back to DLL directory
- Changed GUI to be usable while effects are being loaded
- Changed text editor to be read-only when viewing generated code rather than editing a file
- Changed vendor and device ID display to print "Unknown" if the IDs are not known
- Changed keyboard shortcut widget to display "Click to set key shortcut" if none is set
- Changed default number of reserved OpenGL texture names to 512 to fix artifacts in some old games
- Fixed D3D12 synchronization
- Fixed crash in D3D12 if reloading a single effect due to resources being deleted that were still in use
- Fixed texture upload failing in OpenGL if a pixel unpack buffer is set
- Fixed spelling mistake in tutorial text
- Fixed UI artifacts in D3D9/12 and OpenGL
- Fixed application hash (aka the "APPLICATION" definition) not working correctly
- Fixed freezing when doing a reload while effects are already loading
- Fixed stutters during effect file loading because of too many threads
- Fixed GLSL code generation for struct fields with underscores in their names
- Fixed postfix operators being translated to wrong HLSL/GLSL code
- Fixed runtime error when evaluating a preprocessor macro with less arguments than it actually takes
- Fixed crash when effect file contains preprocessor constructs that use the macro name in the definition
- Fixed infinite loop constructs in ReShade FX getting translated to wrong code
- Fixed floating point division/modulo by zero on constants not returning the expected results
- Fixed possible redefinition error when shader contains local variable names beginning with an underscore
- Fixed log not containing preprocessor errors
- Fixed unnecessary texture view creation in OpenGL for textures without sRGB format
- Fixed crash if two effects use same texture name but one as reference and one as normal texture
- Fixed parsed strings sometimes containing data from previous tokens
- Fixed text editor line number being overlayed by line highlight box
- Fixed missing resource state transition for custom imgui textures in D3D12
- Fixed compiled effect not listing technique if they reference a function with a compile error
- Fixed wrong runtime recreation failure error message in log even though it succeeded
- Fixed texture binding in "glFramebufferTextureLayer" hooks (thanks to Boulotaur2024)
- Fixed potential infinite recursion in D3D device "QueryInterface" implementation
- Fixed crash in UWP games
- Fixed "Could not create SSL/TLS secure channel" error when downloading shaders in setup tool
- Fixed background opacity of API selection in setup tool on Windows 7
- Removed support for saving settings with screenshot (now can only save preset)
- Removed support for compressed texture formats (they never actually worked, so officially removing them now)
- Removed recommendation text from effect selection dialog in setup tool (since loading is fast now)
- Disabled hooking of D3D software devices (fixes artifacts in games that use Direct2D)
Download: https://reshade.me/