* Supported textures are decoded into standard format of YUVA, displayed
visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
* Nintendo Switch support is distributed separately for authorized developers as
part of the NintendoSDK. For more information, consult the Nintendo Developer
Portal.
* For pipelines using tessellation or containing a geometry shader we use
transform feedback to fetch the output of the vertex pipeline after these
stages.
* This option has always been a mixed bag - when originally written captures
weren't compressed at all so saving the cost of a initial contents on a
gbuffer would have a significant savings.
* Now with compression the savings are lesser, and it's a source of
bugs/confusion for the case where either a bug is caused by leaking data from
the previous frame or worse still the contents are discarded incorrectly.
* D3D11 will now behave as the other APIs will - saving initial contents
whenever needed even if they seem like they might not be used.
* Screenshots and icons are updated to latest style
* Many out-dated references and mentions of support updated.
* Documentation added for new windows like resource inspector and
performance counter viewer, as well as new features like saving
bookmarks, resource names.
* Added documentation for Android support as well as OpenGL ES support.
* This library will be used to replace the PLT hooking for most core
functions, and is generally more reliable. It still fails in some
cases though when the target function is not patchable.
* To build, it requires LLVM. See README.md for instructions on building
a compatible LLVM for use.
* This lets us add the debuggable flag we need, at the cost of needing
to re-sign the APK. It works in many cases although sometimes it does
fail - but this is provided just as a 'best effort' and not as a
recommended workflow.