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Releases: dege-diosg/dgVoodoo2
Releases · dege-diosg/dgVoodoo2
v2.79.1 - Incremental minor bugfix version
- Broken D3D8/9 clipping, refactored and fixed (BloodRayne 2 HUD)
- Fixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
- Minor other internal D3D5/6/7/8/9 fixes (like fr-063)
- Minor D3D performance optimization
- Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended
- Shader code generator changes:
- fixing a bug (Star Wars Republic Commando)
- implementing missing mono rendering
- A new Debug Layer message
v2.79 - Multihead support for D3D9 and bugfixes
I reuploaded this release with a minor fix (2022.06.19)
- Support for multihead (multimonitor) D3D9 devices (Supreme Commander)
- Fixing/implementing DDraw/D3D9 cooperation for DirectShow movie playback (Robots)
- D3D9 frontend fixes (Painkiller Black with D3D12)
- D3D9 refresh rate validation improvement (Robots)
- Adding option DirectXExt\DisplayOutputEnableMask for enabling individual display outputs
- Adding option GeneralExt\PresentationModel (for "flip" presentation modes for D3D11)
- Removing option DirectXExt\EnableSpecializedShaders
- Fixing a regressive crash (Morbus Gravis)
- Minor general improvements/optimizations and internal bugfixes (Outlast x64 and others)
- Fixing Glide 1.x LFB-lock handling (Mech Warrior 2), but it seems to work only for me (feedbacks are welcome)
- Removing DF16/DF24 depthstencil format support from GeForce virtual cards + fixing DF16/24/INTZ component mapping
- Changing the behavior of clipping transformed/untransformed vertices
- Fixing an incompatibility of updating the clip status in D3D
v2.78.2 - A minor patch release
- D3D12 threading fix for potential stuttering (Juiced)
- A D3D12 fix for potential D3D9-query freeze (Prince of Persia: The Forgotten Sands)
- A fix in the TruForm shader code generator (crash in Rainbow Six 3 Ravenshield)
- A minor improvement for hw cursor emulation (Interstate '76)
- Compiler toolset upgrade
v2.78.1 - Incremental patch release
- A D3D8/9 incompatibility is fixed (RE - Operation Raccoon City)
- A minor frame presentation optimization again (D3D11/12)
- Fixing a Glide Debug Layer message (unnecessary d3dcompiler)
- Slight changes in the FF vs DXBC generator for the sake of old FL10.0 drivers
- Minor fixes in the D3D11 backend for FL10.0
- A minor change in DXGI swapchain handling to reduce possibility of deadlocks (Blade Of Darkness)
- Minor internal + CPL fixes
- DDraw fixes
- Clip handling (Ed Hunter)
- Flip to GDI surface (HyperBlade)
- Changes to be compatible with the Windows compat layer (Biko)
- Other minor fixes (multi monitor tests)
- Improving the DirectShow (Quartz) hook layer (Max Payne)
- Implementing more system/GDI hooks (option GeneralExt\EnableGDIHooking) (x86 only)
- HyperBlade menu
- Fixing double mouse cursors (experimental)
v2.78 - Incremental release
- D3D8/9 fixes
- Implementing D3D9 API extensions for alpha-to-coverage and supersampling (nvidia/ATI)
- Supersampling needs at least FL10.1
- A bug in software buffer usage is fixed for software vertex processing (Everquest 1999)
- D3D fixes
- Removing support for colorkey blending with GF virtual cards (Interact Play)
- Fixing a D3D alpha transparency bug (Interact Play)
- Glide fixes:
- Fixing minor bugs in handling Glide LFB access (without PCI emulation) (XA demo)
- Fixing background threaded D3D12 Glide LFB access with PCI emulation (XA demo)
- Image presentation changes
- DX frame presentation optimization for performance
- Other general optimization of presentation shaders
- Emulated cursor appeared at wrong place with integer scaling, fixed
- Fixes for AMD
- A workaround-fix for clearing integer format RTV's through AMD D3D11 drivers (ClearRenderTargetView) (issue introduced with v2.74)
- Adapting the DX shader code generator to handle AMD's DXBC parser limitation (no-sat on indexed temporary) (crash with TruForm, HD7850)
- Backend fixes
- A DX Draw bug fixed in the D3D12 backend
- Fixing a D3D11 sampler cache and sampler update bug (BF 1942, scene demo 604)
- Fixing a D3D12 sampler table update bug
- Fixing a bug in the DX code generator (crash with adaptive TruForm, HD7850)
- Changes for generating a bit more optimized code in FF vs code generator
- Fixing a DDraw blitter bug (Des Blood 4)
- Now all dynamic resolutions can have an integer scaling parameter, it can be useful for achieving manual supersampled rendering
- Improving GDI hooking (MCI video player) (Age Of Empires 2)
- Some new Debug Layer messages
v2.77 - Incremental patch release
- D3D8/9 fixings
- Fixing an incompatibility of creating additional swapchains (Overlord 2)
- Implementing missing MSAA subpixel masking
- Implementing missing centroid modifier for ps2/3 input registers
- Fixing a bug in user ptr Draw-calls (Halo 2)
- Some new debug layer messages
- Adding virtual card Geforce 9800 GT to have one that is still D3D9.0c compatible but more practical because does not support all features like the default internal one (Overlord 2, Raiden 3, ...)
- Fixing Glide3+ bugs (SurRender3D engine with Glide3)
- Fixing a DDraw blitter bug (Esk Emotion)
v2.76.1
v2.76.1 - Incremental patch version
- Fixing bugs causing crash in the FF vs / TruForm shader code generator
- Fixing D3D8/9 texture create-parameter validation (X-Blades)
- Fixing a D3D12 swapchain bug (Balls of Steel through D3D12)
- Fixing an inconsistency bug of the virtual cards other than the default (The Phantom Menace init error)
- Improving the D3D/D3D8 z-biasing implementation (The Phantom Menace)
v2.76 - N-patch support, specialized vertex FF shaders, bugfixes
- Adaptive N-Patch tesselation (ATI TruForm) support for D3D8/9 (needs feature level 11.0 through the output API as a minimum)
- A new shader code generator for the D3D FF vertex pipeline in favor of better performance with specialized shaders
- Enabling mixed MSAA types of D3D9 render- and depthstencil targets (some scene demos)
- Bugfixes
- Fixing a DDraw surface create parameter validation incompatibility (Rogue Spear Urban Operations)
- Fixing x64 D3D9 stateblock handling crash
- Fixing a particular D3D8 lighting effect compatibility (Blitzkrieg map editor)
- Fixing a bug in the ps.3.0 DXBC generator
- Fixing a minor bug in DDraw with fast videomemory access
- Fixing freezing video playback in Mega Man X series
- New options
- Adding scaling mode 'Stretched, keep aspect ratio (CRT like)'
- Adding DirectX\KeepFilterIfPointSampled
- Adding DirectXExt\NPatchTesselationLevel (only for experimenting purposes)
- Adding DirectXExt\EnableSpecializedShaders - this is intented to be a transitioning option, to be removed in a later version
- Minor peformance optimization for handling ps FF specialized shaders
- A lot of changes under the hood in general
v2.75.1 - A minor incremental update
- Improving the implementation of user clip planes in the DX backends
- Minor performance optimization in the D3D11 DX backend
- Fixing potential D3D12 cache overflow
- Fixing an incompatibility of GetDC/ReleaseDC on DDraw surfaces (The Secrects of Atlantis)
- Fixing a regression bug with GetDC/ReleaseDC on DDraw surfaces (Star Wars Galactic Battlegrounds)
- Fixing scaling of point sprites for upscaled resolutions (Falling Down)
- Changing the precision of certain visibility calcs to be more compatible with MS D3D (Alien Paranoia)
- Other minor code changes
v2.75
I reuploaded this release with a D3D8 regression bug fixed (2021.06.17)
- Minor D3D incompatibility fixed (Corn N64 emulator)
- Adding dynamic type resolution 'Desktop' (see the appropriate section for details)
- Changing the implementation of D3D8/9 software cursor to be compatible with MS implementation
- A bug in the general hw cursor emulation is fixed (No One Lives Forever)
- Adding ARM64 builds of the 64 bit libraries and the CPL
- Fixing a bug in the shader code generator (Virtua Tennis 4)
- Minor DDraw compatibility fix (Alien vs Predator 2 corrupted health texture)
- DDraw optimizations for LithTech engine lightmap textures handling (Alien vs Predator 2, but it should affect other games as well)
- Improved GDI hooking to support the old MCI AVI player (Nocturne)
- DDraw/D3D compatibility fixes to support the old ramp device (Banzai Bug)
(As for the rendering, this game now runs fine with dgVoodoo in hw mode. However, still there is a problem, see this bug entry ) - Some performance optimizations in the D3D11/12 DX backends
- Fixing (refactoring) an old optimization for managed textures (Spirit of Speed 1937, missing textures)
- Fractional (rational) values for option GeneralExt\FPSLimit
- Fixing D3D8 depth sampling that's not compatible with D3D9 - this bug was introduced in 2.73 (Splinter Cell 2)