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Release 1.6.3: Difference between revisions
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GX2: Handle texture LOD parameter correctly in vertex shader | GX2: Handle texture LOD parameter correctly in vertex shader | ||
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[http://cemu.info/changelog/cemu_1_6_3.txt] | |||
[http://cemu.info/releases/cemu_1.6.3.zip Download Cemu 1.6.3]<br /> | |||
[http://cemu.info/changelog/cemu_1_6_3.txt Changelog source] | |||
[[Category:Changelog|1.6.3]] | [[Category:Changelog|1.6.3]] |
Latest revision as of 12:39, 2 August 2020
Changelog
coreinit: Added support for 'wb' modifier flag in FSOpenFile()/SAVEOpenFile() AX: Rewrote a majority of AX API and internal mixing code, aiming for almost a 1:1 reimplementation where possible AX: Adjusted memory layout of some internal sample data buffers (some games calculate addresses on their own instead of relying on the values provided by the API) SWKBD: Fixed a bug that caused the software keyboard overlay to not display on AMD GPUs GX2: Added support for D24_S8_FLOAT depth buffer format GX2: Shaders will now correctly use shadow samplers instead of imitating them by manually comparing shadow depth in shader logic GX2: Added support for dynamically detecting and adjusting the number of mip levels of a texture during usage (information about the mip level count isn't always available at texture creation) GX2: Better support for rendering to individual mip levels of a texture GX2: Added support for binding the same texture multiple times with different mip or slice views during a drawcall GX2: Fixed order of elements returned by FETCH4 shader instruction GX2: Fixed a bug in polygon offset slope scale calculation GX2: Handle texture LOD parameter correctly in vertex shader