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meta: Add CHANGELOG for 2.10.
Signed-off-by: Hans-Kristian Arntzen <[email protected]>
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CHANGELOG.md

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# Change Log
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## 2.10
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This release rolls up a ton of bug fixes, game and driver workarounds, and other improvements.
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### Features
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#### DirectStorage MetaCommands
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We can now make use of `NV_memory_decompression` to implement
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GPU accelerated GDeflate compression in DirectStorage.
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This is demonstrated to work in Ratchet & Clank: Rift Apart.
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We also worked around an NV driver bug when using the fallback GDeflate shader.
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The fallback works on RADV.
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#### Enhanced Barriers
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NOTE: This isn't all that well tested because there are no games shipping with this yet to our knowledge.
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#### Device generated commands for compute
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With `NV_device_generated_commands_compute` we can efficiently implement
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Starfield's use of ExecuteIndirect which hammers multi-dispatch COMPUTE + root parameter changes.
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Previously, we would rely on a very slow workaround.
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NOTE: This feature is currently only enabled on RADV due to driver issues.
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#### Misc
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- Support Root Signature version 1.2
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- Implement Shader Model 6.7
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- Includes all SM 6.7 features like AdvancedTextureOps, WaveOpsIncludeHelperLanes
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- Caveat: Technically not Vulkan spec compliant implementation, but works fine on at least NV and RADV. Currently implemented as an opt-in option for now in case some game relies on it to work
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- Implement CreateSampler2
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- Expose inverted viewport / height feature
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- Implement RelaxedFormatCasting feature from Enhanced Barriers
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- Implement support for adjacency topologies
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- Support A8_UNORM format properly by using `VK_KHR_maintenance5`, allowing A8_UNORM UAVs to work correctly
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- Handle range checked index buffers correctly with `VK_KHR_maintenance5`
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#### New extension use
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- VK_EXT_dynamic_rendering_unused_attachments
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- VK_KHR_maintenance5
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- VK_NV_device_generated_commands_compute
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### Performance
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- Batch acceleration structure builds. Massively improves build performance on at least RADV.
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- Massively improve ExecuteIndirect performance when using COMPUTE + root parameter changes when `VK_NV_device_generated_commands_compute` is enabled.
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### Fixes
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- Fix root signature creation from DXIL library target (DXR) blobs
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- Fix some dual source blending PSOs scenarios. Fixes Star Wars Battlefront II
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- Implement wave operations in pixel shaders more strictly according to D3D12 rules
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- Fix spurious hangs in Ashes of Singularity when using shared fences and wait-before-signal
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- Fix PSO caching bug in mesh shaders. Fixes mesh shaders in Unreal Engine 5
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- Fix udiv remainder in DXBC, which fixed some Xenia bugs
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- Fix query heap tracking bug that was exposed by NV Streamline
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- Various DXIL -> SPIR-V fixes as usual
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- Rewrote descriptor set layouts to be more robust against application bugs
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- Motivated by Armored Core VI bug (see below)
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- Native D3D12 drivers are also robust against these application bugs :(
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### Workarounds
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- Workaround bad ReBAR performance in Age of Wonders 4
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- Remove workaround for `KHR_present_wait` on NV 535+ drivers
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- Workaround Starfield memory corruption issue where it does not correctly query for 4 KiB alignment
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- Disable ReBAR usage on Halo Infinite to workaround very poor CPU performance
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- Workaround Street Fighter 6 bug causing spurious GPU hangs
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- Also appears to have worked around GPU hangs in Resident Evil 2
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- Workaround Armored Core VI bug causing GPU hang on Balteus fight in chapter 1
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- Workaround "firefly" glitches in Resident Evil 4 caused by dubious min16float usage
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- Workaround "firefly" glitches in Monster Hunter Rise caused by dubious shader requiring particular precise math
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- Workaround Unreal Engine 5 breaking if mesh shaders are exposed, but not barycentrics
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- Workaround NV driver bug with TIMESTAMP query heaps that could cause spurious GPU hangs
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- Workaround broken CFG code generation in Xenia's DXBC emitter
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## 2.9
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This release rolls up various development happening over the last months.

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