Release notes:
- Fix BC2 and Bc5 decompression bug, fixes the "hashy" textures on Mali GPUs (One piece unlimited, Dragon's crown...)
- Fix a bug with swizzled non-power-of-2 BCn textures
- Fix some Vulkan validation errors
- Fix issue related to memory trapping and host i/o, allows Gravity Rush not to softlock
- Update adrenotools and add turbo mode option for Adreno GPU
- Automatically hide overlay after 10 seconds without using the touchscreen
- Set debug color to black (instead of yellow)
Mainline updates:
- Add FSR upscaler (Macdu)
- Implement DONT_WAIT for msg pipes, fixes Trails in the Sky audio (Macdu)
- Improve support for Vita native MSAA surfaces and implement shader depth replacement instruction, fixes most of the special effect issues (Dragon Ball, Freedom War, Street fighter...)
- Implement App pause/resume (Zangetsu)
- Always refresh screen is a dialog is being shown, fixes Trails in the sky saves (Macdu)
- Multiple GUI and language fixes (Croden)
- Implement some missing OpenGL surface formats (ExtremeExploit)
- Improve implementation of sceSysmoduleIsLoaded , allows Caligula effect to go ingame (Macdu)
- Implement and improve the Jpeg decoder, fixes character portraits in Gravity Rush (Zangetsu, Saturnsky)
- Improve accuracy of controller implementation, allows A-men games to go ingame (Macdu)
- Refractor User management screen (Zangetsu)
- Add Bicubic filter (nishinji)
- Implement Jpeg encoder, fixes saving in some visual novel (Saturnsky)
- Implement visibility buffer using occlusion query, improve performance on gravity rush (Macdu)
- Implement visibility buffer increment mode, fixes characters in Ys 8 (Macdu)
- Implement SUBFLR dual shader instruction, fixes most of the graphical issues in Need for Speed (Macdu)
- Fix stencil and depth sampling, fixes most of the graphical issues of Gravity Rush (Macdu)
- Multiple kernel fix and implementation (bookmist)
- Stub motion sensors, fixes the black screen in Gravity Rush (Zangetsu)
- Mutliple other fixes...
This update will also invalidate existing shader caches.
Some of these features (visibility buffer and surface sync) do not work yet with double buffer, you need to use native buffer or page table.
Everything was only tested on a Poco F3 (because that's the only device I own), so I can't make any guarantee about other GPUs sorry.
I strongly recommend using turnip drivers on Adreno devices if you can, I'm having a lot of issues with the default drivers.