0.16
- crosire
- Topic Author
0.16.0:
- Replaced logging library with own (lighter) implementation
- Added separate FPS and clock overlays, enabled via "#pragma reshade showfps" and "#pragma reshade showclock"
- Added status message when toggling techniques, enabled via "#pragma reshade showtogglemessage"
- Added "R16F", "RG16", "RG16F" and "RG32F" texture formats
- Added "WRAP" alias for the "REPEAT" texture addressing value again
- Added "tex2Dgrad" and "tex2Dproj" intrinsics
- Added "toggle" option to "key" annotation
- Added effect parser error when initializer or return expression don't match the corresponding type
- Added effect parser error when sampler of texture variables are declared inside function bodies
- Added array initialization which fills unprovided elements with zero to effect parser
- Added effect parser error when parsing an invalid function parameter declaration
- Added hooks for OpenGL pbuffer extensions
- Changed runtime to update constants per technique instead of per pass and aligned technique and pass performance
- Changed "__RENDERER__" preprocessor macro to be more detailed about feature levels and shader model version
- Changed OpenGL hooks to only initialize runtime on render context if it is used for presentation
- Changed D3D8 shader assembly conversion to fix a number of issues preventing usage under D3D9
- Changed status overlay text color to gray for better readibility in bright scenes
- Changed filesystem monitor to only reload shaders if the modified file was added via "#include"
- Fixed framerate to be averaged over multiple frames
- Fixed "tex2Dgather" and "tex2Dgatheroffset" not working on shader models below 4.1
- Fixed parser not producing syntax error in top level when encountering unexpected tokens
- Fixed missing warnings if effect was parsed successfully
- Fixed effect parser to only accept two-dimensional textures for the "RenderTarget" pass state
- Fixed invalid pixel format error during OpenGL context creation because of applications using the undocumented "wglSetPixelFormat" directly
- Fixed D3D8 texture copying failing when copying non-rendertargets between default and system memory pool
- Fixed OpenGL crash due to use of TLS
- Fixed ReShade to GLSL compiler error when using floating point values to index into arrays
- Fixed "CreateDXGIFactory[1]" not hooking "IDXGIFactory2" swapchain creation methods
- Fixed D3D8 hooks not setting interface arguments to nullptr on failure
- Fixed D3D8 texturing issues for games attempting to use "D3DFMT_R8G8B8"
- Fixed effect compilation failing without error if the "RenderTargetWriteMask" pass state was used
- Fixed runtimes doing cleanup even when they are not currently initialized
- Fixed OpenGL hooks switching runtime every frame if game uses pbuffers
- Removed effect language support for uniform structs
- Removed log message when "IDirect3DDevice8::GetDeviceCaps" is called
- crosire
- Topic Author
- Omnipotus
I told ya all you needed was to sleep on it
K-putt gonna be super happy about Ori and Cities working, heck I am, Ori is gorgeous and soon, made even more gorgeous
- Courier
- BrandonHortman
- vfxninjaeditor
- crosire
- Topic Author
The editor runs on Unreal Engine itself, so ReShade works fine with it, but it thus is applied on the entire editor, not just the preview window ...vfxninjaeditor wrote: Crosire, any word on compatibility with the Unreal Engine 4 editor?
- crosire
- Topic Author
The following, previously not working (or working, but with graphical glitches) games are now compatible with ReShade 0.16.0:
- Silent Hill 3
- Rome: Total War
- BatJoe
- vfxninjaeditor
crosire wrote:
The editor runs on Unreal Engine itself, so ReShade works fine with it, but it thus is applied on the entire editor, not just the preview window ...vfxninjaeditor wrote: Crosire, any word on compatibility with the Unreal Engine 4 editor?
lol. I know that. I have been using it since April last year. I am currently working with a team making a game with UE4 (see my sig).
Glad to know it's working without crashing the engine now!
- crosire
- Topic Author
Soonâ„¢.BatJoe wrote: When do you think we may be able to try this one out?
Nice job!vfxninjaeditor wrote: I am currently working with a team making a game with UE4 (see my sig).
- GERgta
- MonarchX
I noticed that most fixes are targeting D3D8 and D3D9. Is that because D3D8 and D3D9 are the buggiest ones or is it simply because D3D11/DXGI is more polished/problem-free?
Do you plan on creating an easy-to-use UI, kind of like RadeonPro, but specifically for ReShade and SweetFX?
- crosire
- Topic Author
The main D3D9/10/11 parts are indeed pretty solid, there are some small issues here and there that need fixing (like the Unity 5/UnrealEngine 4.7 ones), but it was the D3D8 to D3D9 converter that was the most buggy component, so I focued on that one for a while.MonarchX wrote: I noticed that most fixes are targeting D3D8 and D3D9. Is that because D3D8 and D3D9 are the buggiest ones or is it simply because D3D11/DXGI is more polished/problem-free?
I haven't planned doing that myself, since the SweetFX (CeeJay), MasterEffect (Marty McFly) and GEMFX (LuciferHawk) creators are still working on collaborating and one feature of that plan is a configurator tool much like what you are describing. There is a preview posted down in the GEMFX section of this forum.MonarchX wrote: Do you plan on creating an easy-to-use UI, kind of like RadeonPro, but specifically for ReShade and SweetFX?
- ThirdNostril
I do have a question though and it might have been asked before but would there ever be a ui to reshade like the one that is in enb when you press shift+enter?
- crosire
- Topic Author
ReShade does have a full 2D vector graphics pipeline (open source project for OpenGL/D3D11, I contributed a D3D9/10 renderer to cover all APIs ReShade supports) implemented, which is currently used for rendering the very simple text overlay you see when starting up. But that nowhere near what it is capable of, it certainly can render a fully featured GUI and I have some crazy ideas in mind where one can drag shaders around in a timeline ingame to change their order, click on them to change variables etc. Won't make it into version 1.0, but certainly is something for 2.0.ThirdNostril wrote: I do have a question though and it might have been asked before but would there ever be a ui to reshade like the one that is in enb when you press shift+enter?
- Mike Gous
- Alger
- crosire
- Topic Author
In this very second . EnjoyAlger wrote: When will be released?