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This repository has been archived by the owner on Dec 31, 2024. It is now read-only.

Releases: dege-diosg/dgVoodoo2

v2.82 - Some development and improvements

21 Nov 15:36
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I reuploaded this with a minor bug fixed:

  • D3D/8/9 improvements and fixes
    • Hardware vertex buffers in D3D6/7
    • Improving the PS shader code generator to handle D3D colorkeyed textures (also fixing the D3D12 LOD-problem)
    • Overhauling the general pipeline code and the capabilities of the FF pipeline
    • Adding support for the reference device in D3D8/9 (Operation Blockade)
    • Improved DD/D3D API tracing, some bugfixes/changes and additions in the DX debug layer
    • Clipping / vertex layout / fog bugfixes (Extreme Paintbrawl 4, Max Payne, Off Road Arena)
    • D3D9 fixes (fr-054 Polar, Crush, Nitro Stunt Racing, Trackmania Sunrise Extreme)
    • Fixing the "clipped cursor" issue when exiting D3D8/9
    • Improving DDraw compatibility (Legion Gold)
    • Improving DirectShow compatibility (Project Eden)
    • Forcing texture filtering did not work properly in D3D, fixed
    • Fixing a regression bug in DDraw compression Blt (Eurofighter Typhoon)
    • Fixing a windowed Blt bug in DDraw (my own test app)
    • Fixing a regression crash in D3D12 UP Draw (Tomb Raider 5)
    • A bugfix in the cpu code generator
    • A bugfix in the blitter shader code generator
    • Auto mipmap-generation (changing option DirectX\DisableMipmapping to DirectX\Mipmapping)
  • Glide fixes
    • Fixing a rendering incompatibility (Outlaws)
    • Fixing a freeze/crash bug in Glide D3D12 dynamic resolution changing
  • General improvements
    • Changing/fixing a lot of things in the source using a code analyzer
    • Doubling the tooltip appearance time in the Cpl
    • Implementing loader lock detection for all (missing) platforms (x64, arm64/ec)
    • Internal changes and code refactoring under the hood

v2.81.3 - A minor patch again

06 Sep 17:56
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Reuploaded on 2023-09-07 with a regression bug fixed

  • Some D3D12 fixes
  • Some bugfixes in the CPL
  • Fixing a common cache bug affecting both D3D11 and D3D12 (Earth Defense Force Insect Armageddon)
  • Improving the performance of user ptr Draw-calls in the D3D12 backend for small amount of vertex/index data (D3D/D3D8/9)

v2.81.2 - A minor patch again

19 Aug 14:15
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  • Fixing a D3D12 cache bug (banded shadows in some games)
  • Some D3D12 bugfixes (in both Glide and DX)
  • Adding new AMD GPU architectures to the D3D11 blacklist (Renoir/RX4xx/RX5xx series)
  • Fixing a deadlock when QuickTime player is active (regressive bug) (Septerra Core)
  • Modifying some code handling vertex data to get better performance on new CPU architectures (Sacrifice stress test)
  • Fixing a minor bug in the CPU code generator

v2.81.1 - A patch for 2.81

24 Jul 18:23
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  • Fixing a regression bug that can break DirectShow movie playback
  • Fixing another regression bug causing crash

v2.81 - Some development and some fixes

21 Jul 19:34
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  • A refactored 2D blitter architecture with a shader code generator for lower GPU-usage
    • Comes in handy with integrated GPU's
  • A bugfix in the x86/64 VS CPU code generator
  • Fixing the AMD D3D11 solid-color-texture bug on certain GPU architectures (Vega as of now)
    • D3D11 runs on an unoptimal but working path with those GPU's
    • You can suppress it by enabling option DirectXExt\SuppressAMDBlacklist to check out
      if a new driver release fixes it
  • Experimental output color spaces are added for HDR/SDR WCG rendering
    • Option GeneralExt\ColorSpace to choose between SDR/HDR outputs
      (Precision of the internal DX rendering is adjusted to the colorspace by default)
    • Option DirectXExt\Default3DRenderFormat is modified to only control the internal
      rendering quality - you can override the default associated with the current colorspace
  • DDraw/D3D fixes:
    • Implementing a flip-chain incompatibility with MS DDraw (Seven Kingdoms II HD)
    • Implementing a missing optimization for 8 bit surfaces (Colin McRae Rally)
    • Wrong rendering with forced resolution in certain cases
    • Fixing palette update on integrated GPU's in the D3D12 backend (Colin McRae Rally)
  • D3D9 changes:
    • Generating more optimal vs/ps shaders for D3D9 along with some performance improvement,
      in certain cases
  • Fixing broken clipping planes with D3D11 FL11.0 output (Tomb Raider Underworld)
  • Fixing D3D12 leaks
  • A lot of internal changes in the backends

v2.8.2 - A minor patch version again

10 May 16:33
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I reuploaded this release on 2023.05.12 with a minor bug fixed:

  • Fixing D3D8/9 update-texture again (regressive bug) (Ys Seven, Valley Benchmark, ...)
  • Support for D3D12 triangle fans if the OS runtime and your driver supports it (Win11)
    • This removes some software overhead in D3D8/9 Draw calls in certain cases
    • There is a new dbg layer message for what D3D12 optional features are available and used
  • A bug is fixed in the D3D9 FVF validator (Lord of the Rings - War in the North, missing foliage)
  • Fractional viewports instead of shader code for D3D11 FL11.0+ (Test Drive Unlimited 2 through D3D11)
  • Fixing a bug in the CPU code generator and the default vs executor (Matrox Parhelia Reef demo)
  • Refactoring DDI blitting code (optimization, dev-only feature)

v2.8.1 - A patch version for 2.8 with some regressions fixed

07 Apr 11:38
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  • Fixing fogging for DX8.0 (Soul Reaver 2)
  • Fixing a bug in window handling (Silent Hill 3)
  • Fixing a bug in the CPU code generator
  • Changing compiler options for DX modules
  • A minor DX optimization

v2.8 - A little development and accumulated fixes

15 Mar 16:52
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I reuploaded this release with a D3D9 regression bug fixed (2023.03.15)

  • Glide fixes
    • Glide lfb-access bug (Mech Warrior 2: 31st Century Combat)
    • A Glide vertex shader (Nascar Racing 1999 Edition)
    • A D3D12 Glide backend bug (Nascar Racing 1999 Edition)
    • A D3D12 pixel shader crash
  • DDraw fixes
    • Improving handling child windows (Twisted Insurrection)
    • Surface factoring/handling incompatibilities (Tropico 1, Steel Beasts)
  • D3D fixes
    • A caching bug (regression) (Lego Island)
    • D3D fog state bug (Shadow Company)
  • D3D8/9 fixes
    • Changing D3D9 sm2/3 ps behavior for mismatching sampler/texture type (FEAR)
    • D3D8 fog incompatibilities (Enclave, Final Fantasy XI)
    • sm3 fog problem in D3D9 (Lost - Via Domus)
    • Windowed mode presentation (UnrealEd)
    • Memory leak (The Legend of Heroes - Trails in the Sky 3rd)
    • Texture update incompatibility + some improvement for the debug layer (Gray Matter)
    • Memory allocation incompatibility for cube textures (Lost Planet 2)
    • Frontend stateblock bug (Tiger Woods PGA Tour 2002)
    • Device cursor functionality (Deus Ex - Invisible War)
    • A D3D9Ex incompatibility (VPinballX)
    • Workaround for a kind of memory overwrite from the application side (Lord of the Rings - War in the North)
    • Adding a missing resource type/format combination as supported (Lord of the Rings - War in the North)
  • Software vertex processing
    • Fixing an x64 D3D9 bug + some other common ones
    • CPU code generator for D3D8/9 sw vertex processing (x86/x64 for the time being)
  • Backend fixes
    • A D3D11 bug (Dawn of War 2 Retribution)
    • A D3D12 bug causing deadlock (Test Drive Ferrari Racing Legend)
    • A common bug (Test Drive Ferrari Racing Legend)
    • Implementing a workaround for a D3D11 limitation (Test Drive Ferrari Racing Legend - car reflection)
  • Minor shader code generator bugs fixed (Rhino Discharge)
  • Fixing a mouse handling bug (regression) (Outlast windowed mode)
  • Fixing other internal bugs I encountered
  • Changes/refactorings related to the updated compiler tools
  • Changing option DirectX\BilinearBlitStretch to DirectX\Bilinear2DOperations
    • So the filter is not only applied to 2D DD blit operations but CPU-written data as well
  • Changing option GeneralExt\EnableGDIHandling to GeneralExt\SystemHookFlags (x86-DX only)
    • Flag 'GDI' to hook GDI-rendering (cutscene videos)
    • Flag 'Cursor' to hook mouse-cursor to suppress double cursor symptoms for emulated cursor
  • ARM64X version of D3D9 instead of plain ARM64 native only
  • Implementing the first version of loading and driving dgVoodoo addons
    • You can hook the image presentation of the D3D12 backend
    • Docs and sample addon is added into the dgVoodoo API

v2.79.3 - Incremental minor bugfix version

03 Sep 17:48
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  • Fixing D3D8/9 problems
    • Vertex fog incompatibility (Ephinea PSOBB)
    • Device reset bug (Harry Potter and the Order of the Phoenix)
    • Fixing the return values of Check* methods (3DMark 05)
  • Changes in the D3D8/9 Debug Layer, some more detailed messages and cosmetics
  • Minor changes in the D3D12 D3D backend
  • Fixing a DDraw blitter bug (I hope at least) (driver crash with Lego Rock Raiders)
  • Fixing a bug in system (GDI) hooking (DX modules cooperating)
  • Fixing a certain D3D bug (Midtown Madness 1)
  • Fixing a DD/D3D colorkeying bug (Xarlor)
  • Other minor internal fixes and changes

v2.79.2 - Incremental minor bugfix version

15 Aug 13:17
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  • Fixing a DDraw surface GetDC/ReleaseDC bug (Recoil, missing text)
  • Fixing D3D clipping again (Grand Prix 3)
  • Fixing a DDraw blitting colorkeying bug (Wizards and Warriors)
  • Changing scaling of cpu-written surface data from bilinear to point sampled
  • Fixing a D3D6 incompatibility with MS D3D (Lego Rock Raiders)
  • Fixing a bug in D3DImm (could crash at exit) (Crimson Skies)
  • Fixing a regression bug of swapchains (MS Flight Simulator 2002)
  • Fixing a bug of D3D8/9 fog state (MS Flight Simulator 2004)
  • Fixing a bug in sw vertexprocessing (wrong speculars in 3D Scooter Racing)

I re-released this one on 2022-08-16 with a minor fix.