diff --git a/Changelog.md b/Changelog.md index 4b2daeb..2f4157d 100644 --- a/Changelog.md +++ b/Changelog.md @@ -1,6 +1,73 @@ # Ryujinx Changelog All updates to the Ryujinx official master build will be documented in this file +## 1.0.6993 - 2021-08-11 +### Fixed +- Initialize render scales to 1 on the OpenGL backend. + - Fixes a regression introduced on 1.0.6989 where some games would have a solid colour instead of the correct texture due to the scale value being 0. + +## 1.0.6992 - 2021-08-11 +### Fixed +- Unify GpuAccessorBase and TextureDescriptorCapableGpuAccessor. + - Fixes regression introduced in 1.0.6990 that was causing shader TDR. + +## 1.0.6991 - 2021-08-11 +### Fixed +- Workaround for cubemap view data upload bug on Intel. + - Fixes eyes rendering of Hatsune Miku. + +## 1.0.6990 - 2021-08-11 +### Fixed +- Fixes another bug on Intel where gl_FrontFacing returns incorrect values (it seems to be flipped?), the solution here is casting the bool to float and then bitcasting to integer and checking if its non-zero. + - Fixes rendering of mario mustache on Super Mario Odyssey on Intel (affects both Vulkan and OpenGL). +- Added 2 new functions to the IGpuAccessor interface, used to check if the host has the vector indexing bug (present on AMD) and the front facing bug (present on Intel). +- LDC now uses vector indexing of the form data[offset >> 2][offset & 3] on NVIDIA and Intel, which produces better codegen (and makes shaders easier to read). +- Functions that just returns a host capability on GpuAcessor and CachedGpuAccessor were moved to a common base class to avoid duplication and bugs. In fact, one of them (the one to check the texture shadow LOD capability) was missing from the CachedGpuAccessor, which likely means those shaders were broken on shader cache rebuild on the vendors/drivers that does not support the extension (as the default interface implementation returns true). Now this is fixed. + +## 1.0.6989 - 2021-08-11 +### Changed +- Use "Undesired" scale mode for certain textures rather than blacklisting. + - Games that reuse depth stencil between a lot of unrelated draws to textures of different sizes will no longer blacklist from scaling forever. (Bayonetta 2) + - Textures that are detected as being atlas-like or dof-like will not be locked out of scaling forever - if a depth stencil target is bound when drawing, they can gain res scale. This might result in more 3D UI elements seeing resolution scale. (Xenoblade DE menus, though they're still heavily antialiased) + - Some other games that randomly blacklist to 1x, or don't scale at all may now work. + - The approach for blur/dof texture detection has been updated to take into account width alignment, as it can greatly alter the aspect ratio. This fixes small textures failing to detect, which would have cascaded across mipmap texture views and forced textures to scale. + - Render target scale is now only sent to the backend when its value has changed, rather than each time the scales are evaluated. + - Scissor and Viewport are only recalculated when the value changes too. + +## 1.0.6988 - 2021-08-11 +### Fixed +- Make sure attributes used on subsequent shader stages are initialized. + - Fixes Shadows not working on Zelda Link's awakening (Intel and AMD). + - Fixes Hatsune Miku eyes being black (Intel and AMD). + - Fixes Shader failing to compile on Yo-kai Watch 4 (all vendors, no visible effect though?). + - Probably more... + +## 1.0.6987 - 2021-08-11 +### Changed +- Improving the speed of vertex buffer updates in some specific cases, where the vertex buffer size is very large. This calculates the vertex buffer size from the max index on the index buffer when the game provided size is too large (above a given threshold), and when the index buffer is small enough. + - This improves the speed of Super Mario Galaxy, however it appears that this game had a performance regression after range tracking, so the speed seems mostly back to what it was before that. The menu transition however is faster than what it was even before range tracking. + +## 1.0.6986 - 2021-08-11 +### Fixed +- Do not dirty memory tracking region handles if they are partially unmapped. + - Fixes crash when loading a save on Dragon Quest XI S. + +## 1.0.6985 - 2021-08-11 +### Changed +- Replace BGRA and scale uniforms with a uniform block (required for Vulkan). + +## 1.0.6984 - 2021-08-11 +### Changed +- Improves ServiceNotImplementedException by removing the need to pass in whether the command is a Tipc command or a Hipc command to the exception constructor. + +## 1.0.6983 - 2021-08-11 +### Added +- Use a new approach for shader BRX targets: + - Fixes several graphical glitches on Hatsune Miku Project DIVA MEGA 39's. + - Fixes Bowwow being a white glowing ball on Zelda's Link Awakening. + - Fixes reflection bug on Cadence of Hyrule. + - And more... + ## 1.0.6982 - 2021-08-04 ### Added - Implement (non-HD) vibrations support: @@ -10,7 +77,7 @@ All updates to the Ryujinx official master build will be documented in this file - Tested working controller are DualSense (PS5), Xbox One, Xbox 360, ProController but working on probably more controllers. Users reports rumble doesn't work on real JoyCons, this will be fixed later if confirmed. ## 1.0.6981 - 2021-08-04 -### Fixes: +### Fixed: - Fixes a regression introduced in #2411: - Alt key no longer focuses the menu bar. That functionality wasn't really relevant to the original intent of #2411, and the main purpose of the PR remains usable. Focus on Alt is something will might fix later. - This reworks the entire flow of how the "Show UI" hotkey works. Note that it is specifically a "Show UI" hotkey, and hiding the UI still has to be done via the Actions menu, as we don't want users to trigger it by accident: