GeeXLab 0.48.x for Windows, Linux and Raspberry Pi
Started by JeGX, October 30, 2020, 01:09:19 PM
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QuoteAdded automatic texture reference tracking to effect compiler (it now knows which passes use which textures)Improved performance of compute passesImproved OpenGL effect rendering performanceChanged compiler to remove "static" qualifier from local variables to fix some effects failing to compile since the 4.8 updateChanged sRGB sampling check on back buffer to a warning instead of an errorChanged reference display for textures on the statistics page to a more detailed break down of where and how they are usedChanged cycle order of effect package checkboxes in setup toolFixed docking windows to other windows not workingFixed compute shaders not being able to read from textures also used as storageFixed GLSL code generation not removing all duplicated underscore symbols in namesFixed Vulkan textures not being cleared to zero on creationFixed OpenGL mipmaps looking slightly different than in the other APIsFixed crash on startup with RenderDoc attachedFixed screenshot with overlay not being created for preview texture windowFixed texture load failure message listing all textures of disabled effects tooFixed setup tool installing to the wrong directory for "Vampire: The Masquerade" game
QuoteAdded missing hooks for "Direct3DCreate9on12" and "DXGIDeclareAdapterRemovalSupport"Fixed crash when effects use pooled texturesFixed crash in D3D9 games that have Windows compatibility fixes active (ReShade now finally works in SWTOR, when correctly installed as d3d9.dll!)Fixed artifacts and depth buffer detection in the first "The Witcher" gameRemoved global settings ("ForceFullscreen", "Force10BitFormat", etc.) from ReShade.ini and instead moved those into [ReShade DLL Name].ini (e.g. d3d9.ini/dxgi.ini/opengl32.ini) fileCode Select Expand[APP]ForceVSync=0ForceWindowed=0ForceFullscreen=0ForceResolution=0,0Force10BitFormat=0