From c1e8ae12c40159c2fc9184093aa57ad2ac52630e Mon Sep 17 00:00:00 2001 From: EmulationFanatic <62343878+EmulationFanatic@users.noreply.github.com> Date: Sun, 17 Jan 2021 13:23:47 -0700 Subject: [PATCH] Updated Changelog (markdown) --- Changelog.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/Changelog.md b/Changelog.md index d81a21b..35fe6be 100644 --- a/Changelog.md +++ b/Changelog.md @@ -1,6 +1,20 @@ # Ryujinx Changelog All updates to the Ryujinx official master build will be documented in this file +## 1.0.6341 - 2021-01-17 +### Changed +- Implemented lazy flush-on-read for Buffers (SSBO/Copy). This allows SSBO data to be written back to guest memory when it's needed. + - Fixes flickering in Link's Awakening. + - This also allows data written into an SSBO to be used as part of a draw command, or by other operations within the GPU. This is required for MH: Rise Demo. +- As part of lazy flushing, when a page is dirtied by CPU, it is assumed that the most recently written SSBOs are not the target of the CPU write, and are not updated. + - Fixes particle effects that were broken or constantly restarted their animation in many first party games. See the PR for visual examples. +- Greatly speed up buffer copies via two new paths (direct cpu copy, or lazy buffer flush) chosen depending on whether the buffer has been written to before. + - Mostly affects performance in Unity games and Pokemon (which has other issues). + - A combination of all changes has fixed vertex explosions in Unity games. + - Hyrule Warriors vertex explosions are somewhat reduced (but can still happen) +- Fixed a bug with Memory Tracking where write tracking (dirty flags) could be lost after read tracking (flush) was triggered. + - This fixes a potential crash in Mario Kart 8, where texture data could be flushed at an inappropriate time. + ## 1.0.6337 - 2021-01-17 ### Added - Added support for GPU textures mapped at non-contiguous CPU regions as some games require them, such as the Monster Hunter Rise Demo and some UE4 games.