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Releases: dege-diosg/dgVoodoo2
Releases Β· dege-diosg/dgVoodoo2
v2.82 - Some development and improvements
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
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
- 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
- Fixing a regression bug that can break DirectShow movie playback
- Fixing another regression bug causing crash
v2.81 - Some development and some fixes
- 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
- Option GeneralExt\ColorSpace to choose between SDR/HDR outputs
- 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
- Generating more optimal vs/ps shaders for D3D9 along with some performance improvement,
- 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
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
- 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
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
- 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
- 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.