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v2.83 - A half baked version but I release it

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@dege-diosg dege-diosg released this 07 Aug 19:15
· 1 commit to master since this release

I reuploaded this release with 2 regression bugs fixed on 2024.08.08

  • Frontend
    • DD/D3D/8/9 objects consumes less memory and system resources
    • Adding bounds checking into generated VS cpu code
    • Improving API locking mechanism to avoid 'window message deadlock'
      dgVoodoo won't get into deadlock anymore with its own code in multithreaded window-message situations.
      However there are games (like TR4) that wait for DD/D3D without pumping the message queue, still causing
      deadlock/livelock. It cannot be resolved at wrapper side.
    • Minor refactorings here and there
    • Shared surface memory (Lock/GetDC) in DDraw and D3D9 where possible (better performance)
    • Workarounding an invalid shader in D3D9 (WALL-E, Ratatouille, Up)
    • Some changes in the capability of the GF9800 virtual card
  • DDraw
    • Refactoring a lot of code to implement resource sharing to be compatible with MS DDraw (e.g. flashing screen in Colin McRae Rally 2)
    • Implementing a shortcoming in DD compression Blt (Europe 1400)
    • Implementing DD surface duplicating
    • Adding some new dbg layer error messages into DD Blt'ing
    • More compatibility with MS DDraw
    • YUV format support
  • D3D
    • Implementing some missing validation in D3D Draw methods
    • Fixing minor debug layer bugs
    • Fixing a D3D7 vertex clipping incompatibility (Torte Le Magic)
    • Fixing a D3D8/9 resource binding bug
    • Fixing a thing in D3D execute buffers (shadow in Final Racing)
  • D3D11/12 backend
    • Adding a new option DirectXExt\D3D12BoundsChecking (try it if you run into a GPU crash with D3D8/9)
    • Fixing a surface readback bug (Virtua Fighter 2 with forced resolution)
    • Fixing some problems related to PS2/3 input registers declared as centroid (Insane 2 with ingame MSAA)
    • Fixing a PS3 code generation problem (Borderlands with depth of field enabled)
    • Fixing a regression bug in the blitter (Ephinea PSOBB, my own tests)
    • Fixing a potential D3D12 deadlock problem (604)
    • Adding a new addon callback to the API for creating custom D3D12 swapchains
    • Fixing a 3D rendering bug in the D3D11/12 backends (SC Chaos Theory Versus Mode)
    • Enabling flag DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING for FLIP presentation type swapchains if supported (windowed mode, fake fullscreen)
    • Improving the synchronization of GPU/CPU access of poorly used D3D8/9 static buffers
    • Fixing a regression bug in the blitter (Grand Prix 3 rearview mirrors)