github cyberps96/Shaderless v0.3.0-beta
Shaderless v0.3.0-beta

pre-release59 minutes ago

Shaderless v0.3.0-beta

Download

Shaderless-v0.3.0-beta-linux-x64.tar.gz (no .NET needed):

tar -xzf Shaderless-v0.3.0-beta-linux-x64.tar.gz
cd Shaderless-v0.3.0-beta-linux-x64
./run-gui.sh

New

  • šŸŽÆ Recorded Only compile mode (--recorded-only). Once a game has recorded pipelines, a šŸŽÆ Recorded Only button appears on its card (and ./run-cli.sh compile "<game>" --recorded-only in the CLI). Instead of scanning 150–200 GB of static game archives and generating 500,000+ extra permutations, it compiles strictly the 30,000–50,000 pipelines your game actually created while you played — finishing in ~1–2 minutes instead of 30–60 minutes. You can still run ⚔ Re-Compile anytime to upgrade to the full archive + recorded cache while keeping everything already compiled.
  • ā–¶ Play button (launch games straight from Shaderless). Launch any Steam, Heroic, or Lutris game (both Native and Flatpak) right from its card or via ./run-cli.sh play "<game>". Running games automatically show 🟢 Running and pause compile/record/clear actions until the game exits.
  • Lutris Ubisoft Connect & Ubisoft Anvil (.forge) support. Discovers Ubisoft Connect games installed inside a Lutris Ubisoft Connect prefix or added as individual Lutris Ubisoft cards, tracks .forge archive updates, detects per-card Proton switches immediately from Lutris .yml files, and mirrors vkd3d-proton caches across Linux case-sensitive runtime .exe variants (such as ACShadows_Plus.exe vs ACShadows_plus.exe on Assassin's Creed Shadows).
  • Upfront Needs Recording readiness & smarter Partial notes. Games whose DirectX 12 pipelines only exist at runtime (such as RE Engine, Unity DX12, Northlight, or encrypted archives without an AES key) are badged Needs Recording right away during scan instead of waiting until you click Compile. Hybrid compressed-archive games also explain clearly when a file-only compile is partial and how recording covers the rest.
  • First-run workflow guide (ā“ Guide), GitHub update notice & crash.log. Added a quick two-workflow overview (ā“ Guide in the header), a non-blocking startup check against GitHub Releases when a newer version is available (no auto-updater), and automatic crash/error logging to ~/.local/share/shaderless/crash.log (viewable via āš™ļø Settings, 🩺 Diagnose, or ./run-cli.sh logs).

Improved & Fixed

  • NVIDIA Streamline (sl.interposer.dll) & REFramework (_storage_) recording (#5). Added a companion dxgi.dll loader alongside d3d12.dll and in-memory system d3d12.dll export routing so Record mode works out of the box on Streamline + RE Engine games such as Monster Hunter Wilds and Onimusha: Way of the Sword without modifying sl.interposer.dll or requiring Steam launch options.
  • Per-game launch options, scoped Goverlay (bgmod) Low-Latency & Stale (launch options changed). Forwards shader-affecting launch options from Steam (localconfig.vdf), Heroic (config.json / GamesConfig), Lutris (.yml), and per-game Goverlay bgmod.conf (VKD3D_CONFIG, VKD3D_DISABLE_EXTENSIONS, PROTON_VKD3D_LOWLATENCY, PROTON_DXVK_LOWLATENCY, PROTON_DXVK_SAREK, DXVK_CONFIG, RADV_PERFTEST, RADV_DEBUG) into the warmer so compiled caches match how your game actually runs. Toggling shader-affecting launch options marks the card Stale (launch options changed), while non-shader flags (MANGOHUD, gamemoderun, PROTON_ENABLE_NVAPI, single_queue, no_upload_hvv, FPS caps) are ignored.
  • Fast incremental Re-Compile (< 1s when nothing new, seconds for new gameplay pipelines). When a game already has a verified baseline and its game build, GPU driver, Proton runtime, and launch options haven't changed, Re-Compile skips re-indexing 200 GB game archives and warms only newly recorded pipelines in seconds, while pruning unused shader blobs from temporary work databases.
  • 23Ɨ faster startup & library scan (6.6s–12.5s → ~0.3s). Stamp-validated recorder/warmed-key counts, single-pass /proc & kernel GPU driver probes, parallel library enrichment, and direct binary dispatch in run-gui.sh / run-cli.sh make opening Shaderless nearly instant.
  • 99.9%+ NVIDIA GLCache hit rate in shared Epic/Lutris prefixes & Epic EOS Overlay games. Seeds the game's _NVDICT_ Zstandard dictionary before warming, isolates per-game read-only shards (shaderless_g<id>_part*) so shared Wine prefixes never overwrite each other's caches, and matches NVIDIA's descriptor-promotion compiler flag (__GL_0x9e7d4a=0) when Epic's EOS Overlay Vulkan layer is present.
  • Zero E_INVALIDARG failures on Shader Model 6.6 heap-indexed games. Filters invalid generated root-signature pairings when DXIL SFI0 uses ResourceDescriptorHeap / SamplerDescriptorHeap direct indexing (Onimusha: Way of the Sword: 5,406 failures → 0).

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