# Cemu detailed changelog for 1.14.0c # Patreon release date: 2018-10-23 # Public release date: 2018-10-30 # New in 1.14.0c: gfxPacks: Fixed accidental localization of preset variables in shaders # New in 1.14.0b: general: Minor UI tweaks CPU/JIT: Added exports for Cemuhook to allow for more reliable JIT cache invalidation when toggling patches GX2: Fixed potential softlock when 'Full sync at GX2DrawDone' is enabled # New in 1.14.0: GX2: A full reimplementation of the texture system from scratch Main improvements: - Better tracking and synchronization of textures which have overlapping data - Better performance when a large number of textures are loaded - Better garbage collection in texture cache (lowers VRAM usage and keeps it low) - Lower chance of corrupted textures due to improved detection of texture invalidation - Avoid rendering to GL texture views since they have bugs on AMD and Intel drivers (fixes 'light circles' and similar issues) GX2: Fixed shader cache being ignored on Windows AMD drivers GX2: Fixed 'Nvidia artifacts' (e.g. BotW lava and water surfaces would have distorted pixels) GX2: Primitive RECT are now rendered as triangles GX2: Added support for shader CALL instruction GX2: Automatically scale texelFetch() coordinates to match resolution defined via texture rules GX2: Added support for streamout in geometry shaders GX2: Emulate color buffer GPU7 registers correctly GX2: Fixed separate alpha blending GX2: Correctly clamp out-of-bounds LOD values in GX2InitSamplerLOD() GX2: Fixed a bug were tiling aperature always assumed a tilemode of 4 GX2: Added support for texture formats R16_SNORM and BC4_SNORM GX2: Fixed a bug where the first depth clear on an previously unknown texture was being ignored GX2: Fixed slowdown when rendering point primitives (Mainly affected Mario Kart 8 and Fatal Frame 5) GX2: Fixed random crash that could occur shortly after shader cache finished loading PPC/JIT: Small tweaks and improvements gfxPacks: V2 graphic packs that are not compatible with 1.14.0 will be marked as outdated coreinit: Context LR is now stored as big endian coreinit: Added API OSContinueThread, MEMGetAllocatableSizeForBlockHeapEx, OSSwapAtomic coreinit: Small tweaks to OSExitThread input: Fixed touch input in separate pad window input: Improved deadzone handling vpad: Fixed directions of axis values in certain situations snd_user: Added snd_user HLE implementation (VC titles and some other games should now have audio even without providing snd_user.rpl)