


Reworked shader cache system to support fast BRX and TXQ fixes.Icon artwork, featuring Link on Koholint Island.This fixes graphics in Crash Team Racing & The Legend of Zelda: Link’s Awakening, and also makes shaders a lot easier to be read by AMD and Intel drivers. This avoids using the fall-back method of buffer copy. #2917 - Added deduction method for blits which helps figure if a blit is on depth textures.#2914 - Corrected Fermi2D to work within crop areas in order to avoid issues in Vulkan.#2872 - Fixed memory mapping so that it won’t call GPU flushing unnecessarily anymore.#2869, #2878, and #2855 - Implemented shader instructions: SULD, ICMP, SHFL(Nvidia only) and SUATOM.#2870 - Implemented a MME draw calls in-liner which accumulates draw calls from the Macro Interpreter Engine (MME) and sends them as a single unified draw call, thus improving performance significantly in some titles.#2891 - Implemented RGBX16F Format which is used by Rocket League to render graphics.It also has allowed Astral Chain and other games to boot ( Not fully playable yet!). These improvements to the scheduler have improved performance in games like Fire Emblem:3 Houses, Hyrule Warriors and Resident Evil 4. Improved the New Scheduler even further, by fixing bugs and implementing Thread Pre-emption.


#2912 - Fixes and Improvements to Asynchronous GPU:.#2873 - Implemented ioctl2 & ioctl3 interfaces in NVDRV (Nvidia Services).#2877 - Implemented REV5 Audio’s frame count.Below you can find the full October update changelog for Yuzu, as well as a video by BSoD Gaming showcasing how well The Legend of Zelda: Link's Awakening runs on the latest Yuzu build.
