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 Release notes  ReShade 6.4.0 
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  Release Notes   ReShade 6.4.0
Features:
  • Added input blocking in games using "Get*Key*State", "GetRawInputBuffer", Windows hooks or DirectInput 8 for input
  • Added basic HDR10/scRGB sreenshot support using HDR PNG (thanks to Kaldaien)
  • Added option to Generic Depth add-on to change draw stats heuristic
  • Added button widget for boolean uniform variables (set to true for one frame after pressing the button)
    uniform bool my_value < source = "button"; >;
  • Added support for 4-component integer texture formats to ReShade FX
    texture my_tex { Format = RGBA32I; /* or RGBA32U */ }
    sampler<int4> my_sampler { Texture = my_tex; }
  • (Add-on support) Added effect permutation creation for different render target dimensions and formats (a single effect runtime instance can now render to different render targets without constantly having to reload)
  • (Add-on support) Added "command_list::query_acceleration_structures" and matching event
  • (Add-on support) Added "swapchain_desc::sync_interval" to override v-sync state via the "create_swapchain" event
  • (Add-on support) Added "effect_runtime::export_current_preset()" to export current preset to another path
  • (Add-on support) Added "resize" argument to "init_swapchain" and "destroy_swapchain" events

Bug fixes:
  • Fixed Need for Speed: Unbound failing to start
  • Fixed screen turning yellow in Penumbra: Overture
  • Fixed lines of exactly 512 characters in INI files rolling over to the next line causing data loss
  • Fixed duplicated effect definitions when loading from cache
  • Fixed technique annotations getting lost on effect reload
  • Fixed reset buttons for preprocessor definitions
  • Fixed crash after parsing ReShade FX syntax error within namespace
  • Fixed shader compile error in D3D9 when pixel size of texture with semantic is referenced
  • Fixed ReShade FX texture format verification incorrectly triggering on external textures
  • Fixed possible deadlock in Path of Exile 2
  • Fixed crash when presentation queue fence creation failed
  • Fixed errors with present from compute in Indiana Jones and the Great Circle
  • Fixed delayed export hooks being installed as function hooks mistakenly when export module is loaded early (iRacing)
  • Fixed incorrect entry point for acceleration structure copying being loaded in Vulkan
  • Fixed missing keyboard and mouse messages in Wizardry 8
  • Fixed "vkGetPhysicalDeviceToolPropertiesEXT" potentially causing a hang in case of a downstream error
  • (Add-on support) Fixed duplicated "init_pipeline" event calls in D3D12
  • (Add-on support) Fixed descriptor table handle offsets for "ID3D12Device::CopyDescriptors" events
  • (Add-on support) Fixed D3D12 ray tracing pipeline creation skipping over DXIL modules with renamed exports
  • (Add-on support) Fixed memory leak when pipeline layout creation fails in D3D12
  • (Add-on support) Fixed buffer offset in resource view description during D3D12 "addon_event::init_resource_view" event for acceleration structures
  • (Add-on support) Fixed "ADDON_*" definitions being added for disabled add-ons
  • (Add-on support) Fixed "clear_depth_stencil_view" event being called by "glClear" even if there is no depth-stencil view bound
  • (Add-on support) Fixed OpenGL mipmap generation for some texture formats

Miscellaneous:
  • Added "ddraw.dll" as an alternative way to load ReShade (useful in Wizardry 8, since it is loaded before input hooks are created)
  • Added macro to include "Before", "After" or "Overlay" term in screenshot file path
  • Added batch, powershell and python scripts as screenshot post-command options
  • Added "vkGetPhysicalDeviceToolProperties" implementation (Vulkan 1.3 core equivalent to VK_EXT_tooling_info extension)
  • Improved French localization
  • Changed DXGI factory creation to always upgrade to the highest available interface version
  • Changed HLSL code generation to add "u" suffix to unsigned integer literals
  • Replaced some buttons opening websites with text hyperlinks
  • Fixed unintentional hooking of layered DXGI swapchain created by driver in OpenGL
  • Fixed D3D11 warnings about SRV state being reset to zero after binding as UAV
  • Removed "0x" prefix from addresses in log
  • (Add-on support) Updated imgui to v1.91.8 (add-ons may now use 1.91.8, 1.90.0-4, 1.89.7 or 1.86)
  • (Add-on support) Added support for disabling add-ons by file name only
  • (Add-on support) Added 3-component texture formats (only really supported in OpenGL)
  • (Add-on support) Add support for zero pipeline handle to unbind OpenGL program and vertex array
  • (Add-on support) Added workaround for local root signature override and empty D3D12 ray tracing pipeline creation
  • (Add-on support) Added support for partial render target view binding in OpenGL
  • (Add-on support) Improved object destruction tracking in D3D10/11/12 using "ID3DDestructionNotifier"
  • (Add-on support) Changed "*.addonfx" effects to be able to run even when effects are disabled globally
  • (Add-on support) Changed collapsed state in add-on list to persist between launches
  • (Add-on support) Changed subresource box member types from signed to unsigned
  • (Add-on support) Changed private data lookup from linear search to hash table
  • (Add-on support) Changed OpenGL program creation to not be altered when relevant add-on events are not registered
  • (Add-on support) Changed "device::update_buffer_region" and "device::update_texture_region" to silently ignore nullptr as data

Setup tool:
  • Added flag to compatibility list to prevent installation to games where ReShade is banned
  • Added protection against installing to the Windows directory
  • Changed default of effect files list in setup tool to be unselected
  • Changed setup tool to write relative preset path to config file
  • Fixed scrolling of effect package list when expanded
  • Fixed DLL loading errors when system DLLs like dbghelp.dll were present next to the setup executable
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