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0.1.0
First release with many implementations and fixes
Crash and memory fixes to the newer upstream: CPU-owned thread and fiber stacks, Windows split protection repair, BPE heap readback guard, safer DMA fault handling and resource descriptors, PM4 command fallbacks, depth copy fixes, and device loss reporting.
Improve graphics through uniform LDS barriers and wave64 branches, early fragment tests, LOD statistics from texture bindings, and dynamically indexed T# descriptor arrays for reflections. Add a per-game workaround overlay and shader cache keys for codegen settings.
Per-game workaround keys (off by default): cpu_authoritative_stacks, preserve_split_protection, bpe_heap_guard_address, compute_loop_cap, lds_barrier_uniform_readlane, early_fragment_tests_from_z_order, lod_stats_from_bindings, dynamic_tsharp_array_size, and wave64_uniform_branches. gpu_checkpoints enables optional GPU diagnostics; extra_dmem_in_mbytes is an existing memory setting.
Add raw crash reports, NVIDIA checkpoints, guest write and draw traces, performance and CP profiling, harness instrumentation, RenderDoc capture scheduling, unit tests, and project documentation updates.