meta: Update CHANGELOG for 2.4.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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Hans-Kristian Arntzen 2021-07-08 13:53:54 +02:00
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# Change Log
## 2.4
This is a release which focuses on performance and bug-fixes.
### Performance
- Improve swapchain latency and frame pacing by up to one frame.
- Optimize lookup of format info.
- Avoid potential pipeline compilation stutter in certain scenarios.
- Rewrite how we handle image layouts for color and depth-stencil targets.
Allows us to remove a lot of dumb
barriers giving significant GPU-bound performance improvements.
~15%-20% GPU bound uplift in Horizon Zero Dawn,
~10% in Death Stranding,
and 5%-10% improvements in many other titles.
### Features
- Enable support for sparse 3D textures (tiled resources tier 3).
### Bug fixes and workarounds
- Various bug fixes in DXIL.
- Fix weird bug where sun would pop through walls in RE: Village.
- Workaround game bug in Cyberpunk 2077 where certain locales would render a black screen.
- Fix various bugs (in benchmark and in vkd3d-proton) allowing GravityMark to run.
- Improve robustness against certain app bugs related to NULL descriptors.
- Fix bug with constant FP64 vector handling in DXBC.
- Fix bug where Cyberpunk 2077 inventory screen could spuriously hang GPU on RADV.
- Add workaround for Necromunda: Hired Gun where character models would render random garbage on RADV.
- Fix bug in Necromunda: Hired Gun causing random screen flicker.
- Fix windowed mode tracking when leaving fullscreen. Fix Alt-Tab handling in Horizon Zero Dawn.
- Temporary workaround for SRV ResourceMinLODClamp. Fix black ground rendering in DIRT 5.
The overbright HDR rendering in DIRT 5 sadly persists however :(
- Implement fallback maximum swapchain latency correctly.
### Development features
Various features which are useful for developers were added to aid debugging.
- Descriptor QA can instrument shaders in runtime for GPU-assisted validation.
Performance is good enough (> 40 FPS) that games are actually playable in this mode.
See README for details.
- Allow forcing off CONCURRENT queue, and using EXCLUSIVE queue.
Not valid, but can be useful as a speed hack on Polaris when `single_queue` is not an option
and for testing driver behavior differences.
## 2.3.1
This is a minor bugfix release to address some issues solved shortly after the last release.