meta: Add changelog for 2.1.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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CHANGELOG.md
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CHANGELOG.md
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# Change Log
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# Change Log
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## 2.1
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This release fixes various bugs (mostly workarounds) and improves GPU-bound performance.
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New games added to "expected to work" list:
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- The Division (was working already in 2.0, but missing from list)
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- AC: Valhalla (*)
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(*): Game requires full D3D12 sparse texture support to work.
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Currently only works on NVIDIA drivers.
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RADV status remains unknown until support for this feature lands in Mesa.
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Bug fixes and workarounds:
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- Fix various implementation bugs which caused AC: Valhalla to not work.
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- Work around game bug in Death Stranding where accessing map could cause corrupt rendering.
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(Several games appear to have the same kind of application bug.)
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- Fix corrupt textures in Horizon Zero Dawn benchmark.
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- Fix SM 6.0 wave-op detection for Horizon Zero Dawn and DIRT 5.
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- Work around GPU hangs in certain situations where games do not use D3D12 correctly,
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but native D3D12 drivers just render wrong results rather than hang the system.
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- Fix invalid SPIR-V generated by FP64 code.
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- Fix crash with minimized windows in certain cases.
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Performance:
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- ~15% GPU-bound uplift in Ghostrunner. Might help UE4 titles in general.
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- Slightly improve GPU bound performance when fully GPU bound on both AMD and NVIDIA.
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- Slightly improve GPU bound performance on RADV in various titles.
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- Reduce multi-threaded CPU overhead for certain D3D12 API usage patterns.
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- Add support for `VK_VALVE_mutable_descriptor_type` which
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improves CPU overhead, memory bloat, and avoids potential memory management thrashing on RADV.
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Also avoids GPU hangs in certain situations where games misuse the D3D12 API.
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Misc:
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- Implement `DXGI_PRESENT_TEST`.
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- Fix log spam when `DXGI_PRESENT_ALLOW_TEARING` is used.
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## 2.0
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## 2.0
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This initial release supports D3D12 Feature Level 12.0 and Shader Model 6.0 (DXIL).
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This initial release supports D3D12 Feature Level 12.0 and Shader Model 6.0 (DXIL).
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