Updated Changelog (markdown)

Ac_K
2021-09-19 15:28:59 +02:00
parent dd32bd8f33
commit 074fc9f367

@@ -1,6 +1,45 @@
# Ryujinx Changelog
All updates to the Ryujinx official master build will be documented in this file
## 1.0.7047 - 2021-09-19
### Added:
- Adds a method to PhysicalMemory that attempts to write all cached resources directly, so that memory tracking can be avoided. The goal of this is both to avoid flushing buffer data, and to avoid raising the sequence number when data is written, which causes buffer and texture handles to be re-checked.
- Improves performance on Xenoblade 2 and DE, which were flushing buffer data on the GPU thread when trying to write compute data.
- May improve performance in other games that write SSBOs from compute, and update data in the same/nearby pages often.
## 1.0.7046 - 2021-09-19
### Added:
- Implements an augmented interval tree based off of the existing TreeDictionary and uses it for the MultiRangeList. This greatly speeds up texture overlap checks, as they can't use the non-overlapping fast path that buffers and tracking handles can use. Like the tree dictionary, it is based on a red-black tree and is self balancing.
- Speed up texture/view creation and notifying textures that they have been unmapped, which might reduce stuttering in unreal engine games.
## 1.0.7045 - 2021-09-19
### Added:
- Uses new subgroup extension (that AFAIK were introduced for SPIR-V) if the old ARB_shader_ballot extension is not supported. This is required for Vulkan. Additionally, this benefits Intel on OpenGL as they don't support the ARB_shader_ballot extension on the proprietary driver for some reason, but does support the new extensions.
- Astral Chain and probably some other games works on Intel OpenGL now.
## 1.0.7044 - 2021-09-19
### Added:
- Changes the RangeList to cache the Address and EndAddress within the list itself rather than accessing them from the object's properties.
- Greatly improves performance in Super Mario Odyssey (~1.25x), Xenoblade (required some WIP code for now) and most other GPU limited games.
- Improvement will generally depend on how many buffers the game binds and how many draws it does.
## 1.0.7043 - 2021-09-19
### Fixed:
- Set texture/image bindings in place rather than allocating and passing an array.
## 1.0.7042 - 2021-09-19
### Fixed:
- Amadeus: Fixes regression from 1.7040 on ListAudioDeviceName.
## 1.0.7041 - 2021-09-19
### Fixed:
- Unified values and accurated implementation of resolutions in vi service.
- am calls GetDefaultDisplayResolution / GetDefaultDisplayResolutionChangeEvent have more informations on what the service does.
- vi:u/vi:m/vi:s GetDisplayService are now accurate.
- IApplicationDisplay GetRelayService, GetSystemDisplayService, GetManagerDisplayService, GetIndirectDisplayTransactionService, ListDisplays, OpenDisplay, OpenDefaultDisplay, CloseDisplay, GetDisplayResolution are now properly implemented.
- Some other calls are cleaned or have extra checks accordingly to RE.
- Additionnaly, IFriendService have some wrong aligned things, and `pm:info` service placeholder was missing.
## 1.0.7040 - 2021-09-19
### Added:
- Amadeus: Implements all the changes made with REV10 (audio service) on 13.0.0.