Releases: DadSchoorse/vkBasalt
Version 0.3.2
Here's a small maintenance update for you!
New Features
- the toggle key can now be changed with e.g.
toggleKey = F1
in the config file - added the image sharpening filter that's used by nvidia
Build
- adopted meson as the new build system
- shaders will now be included in the main binary
- most headers are now included in the source to avoid version mismatch (looking at you, arch)
- fixed building with clang and gcc10
Bug Fixes
- floats in the config file will now be parsed locale independent
- fixed crash when a option was present in the config file but had the wrong format
Misc
- deband is now deprecated because the reshade shader works better, it might be removed in a future version
- renamed the layer to
VK_LAYER_VKBASALT_post_processing
to be more conformant with Khronos standards - updated the reshade compiler to 4.7 including support for new primitive types
- upgraded Vulkan layer version to 1.2
- more possible locations for config files have been added
- it's now possible to use
"quotes with white space"
in the config, this should be useful for filenames - there will be no prebuild packages because of dependency and install issues on different distros
Version 0.3.1 Clean Toad
New Features
- applied effects can now be toggled on and off with the HOME key
- the amount of debug output can now be controlled with the new Logger
see the README for more info
Misc
- updated reshade shader compiler
- fixed potaintal issues if the game uses the newer
vkGetDeviceQueue2
function
Known Issues
- amdvlk-pro will have issues with some reshade shaders, this is a bug in their shader compiler
Version 0.3.0 Frog Bath Salt
New Features
- vkBasalt can now use a big number of reshade fx shaders, please read the README for more infos
- FXAA quality has been improved by always applying the changes in the sRGB color space
VK_KHR_swapchain_mutable_format
is now used for sRGB <-> UNORM format conversion if available- Vulkan 1.0 applications are now getting promoted to Vulkan 1.1 to increase compatibility with newer features
Setup
- GCC 9 or higher is now required to build vkBasalt
- the config file doesn't get overwritten by updating/reinstalling vkBasalt anymore
- the config file can now be located in
~/.config
- Vulkan 1.1 is now required
Bug Fixes
- broken behavior caused by the application requesting the swapchain images more than once has been fixed → improved compatibility with mesa overlay and mango hud
- lut effect no longer leaks memory
- swapchain recreation no longer leaks memory
Misc
- added FAQ section to the README, please read it!
Acknowledgements
- @crosire for creating ReShade and helping me with the shader compiler
- VKx discord for helping me with testing and finding driver bugs
- mesa devs for implementing
VK_KHR_swapchain_mutable_format
in mesa 20 after my request
Version 0.2.2
New Features
- added 3D color LookUp Table effect
Version 0.2.1
New Features
- added Deband/Dithering effect
- SMAA settings can be change in the config file
- performance may has improve a little bit since settings are now applied at pipeline creation
Setup changes
Build
- GCC 7 or higher is now required
Shader Directory
The directory all spir-v shaders will be read from can now be in the following locations:
- a directory set with
VKBASALT_SHADER_PATH=/path/to/vkBasalt/shader
environment variable - the old shader folder
$HOME/.local/share/vkBasalt/shader/
or$XDG_DATA_HOME/vkBasalt/shader/
/usr/share/vkBasalt/shader
/usr/local/share/vkBasalt/shader
This should help distribution specific packages.
Config File
The config file will now be searched for in the following locations:
- a file set with the environment variable
VKBASALT_CONFIG_FILE=/path/to/vkBasalt.conf
vkBasalt.conf
in the working directory of the game$XDG_DATA_HOME/vkBasalt/vkBasalt.conf
or~/.local/share/vkBasalt/vkBasalt.conf
ifXDG_DATA_HOME
is not set/usr/share/vkBasalt/vkBasalt.conf
/usr/local/share/vkBasalt/vkBasalt.conf
Bug fixes
- SMAA should handle sRGB correct
- CAS should now look much better since some typos from the port to glsl have been fixed
Version 0.2.0
New Features
Enhanced Subpixel Morphological Anti-Aliasing
- Higher quality anti-aliasing than FXAA
- Can be enabled in the config file
Option to use multiple effects at once
- Can be configured via the effects option in the config file
One environment variable to rule them all
- 32-bit vkBasalt can now be enabled with
ENABLE_VKBASALT
instead ofENABLE_VKBASALT32
Config file
- The config file now allows white space
- It is now possible to change settings like subpixel Anti-Aliasing strength for FXAA
Bug fixes
- Presenting from a compute queue should no longer cause artifacts
- Memory allocation an intel and amdvlk should be fixed
- VkInstance and VkDevice objects are now destroyed properly
Version 0.1.0
New Features
Fast Approximate Anti-Aliasing
- Can be enabled in the config file
Note: Currently, enabling FXAA disables Contrast Adaptive Sharpening
zlib License
- vkBasalt is now licensed under the zlib
- if a previous contributor has issues with this change, contact me
Bug fixes
- sRGB should now be handled correctly
- reads and writes now happen to separate images, this fixes undefined behavior and artifacts
- vkBasalt can now be used together with other layers like the validation layers
Version 0.0.5
New Feature: config files
-added option to choose the sharpening strength
-global config file in ~/.local/share/vkBasalt/vkBasalt.conf
-local config files named vkBasalt.conf in the current working directory will be preferred over the global config file
Bug Fixes:
The layer has Synchronization thanks to @doitsujin .
This should mean vkBasalt works in games which present from compute.
Known Issues:
-games which use sRGB-Images may be darker or not work at all
Version 0.0.4
Fixes the return handling of vkBasalt_QueuePresentKHR. This should mean less crashes and frozen screens.
Thanks to @doitsujin
Version 0.0.3
fixed crashes on some amd cards.