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This repository has been archived by the owner on Oct 6, 2024. It is now read-only.

Releases: dege-diosg/dgVoodoo2

Some minor bugs are fixed

06 Oct 18:44
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  • Fixing a bug in the D3D12 backend (Radeon's Ark)
  • Fixing a swapchain creation crash (Lands of Lore 2)
  • Fixing a lighting bug with D3D execute buffers (Lego Island)
  • Fixing D3D mono rendering (Croc 2, ...)

v2.83.1 - Some changes

14 Sep 13:12
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  • Improving the D3D9 fixed function vertex pipeline to have full vertex-type input capability (CPU/GPU) (The Incredibles)
  • DDraw fixes related to YUV support
    • Crash in the D3D12 backend (Populous The Beginning intro movie)
    • Star Trek - Starfleet Academy movie playback
  • Fixing a DDraw clipper problem (O2 Jam)
  • Improving the DD/D3D debug layer leakage report to include orphan objects of released main objects

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

07 Aug 19:15
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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)

v2.82.5 - A few bugfixes that worth a release again

16 Apr 12:23
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  • Fixing a bug in the ps.3.0 shader code translator (FFXIII crash)
  • Fixing a bug in the D3D12 backend related to compressed textures (FFXIII Lightning Returns crash)
  • Fixing a DX frontend bug causing missing cutscenes (Ascension to the Throne)

v2.82.4 - Some backported fixes to the latest release

07 Apr 10:58
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  • Fixing DDraw bugs (Konami Collector's Series: Castlevania & Contra, Blackstone Chronicles)
  • Workarounding a DDraw internal resource sharing problem
  • Fixing DDraw clipped cursor problem (like with the config app of game Driver)
  • Fixing D3D5 vertex clipping (regression) (Jet Moto)
  • Removing paletted texture format support of the GF9800 virtual card
  • Fixing a potential D3D8/9 swapchain leaking bug
  • Fixing a D3D9 frontend bug (The Mark)
  • Fixing stenciling without a stencil plane in the D3D12 DX backend (Test Drive Unlimited 2)
  • Fixing potential descriptor corruption with sRGB textures in the D3D12 DX backend (Test Drive Unlimited 2)
  • Some minor refactoring in the DX frontent/backends
  • Fixing a clip coordinate space bug with sst origin lower left in Glide3+

v2.82.3 - An update to the latest release

31 Jan 14:23
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  • D3D12 changes
    • Fixing a caching bug in the 2D D3D12 backend causing black screen (La Mulana)
    • Fixing an optimization bug in the 2D D3D12 backend causing crash (scene demo Platipus)
    • Minimum stack size for the D3D12 background threads (Call of Duty 2) (but increase the stack reserve size of the exe instead)
    • Some internal D3D12 improvements
    • Workaroundig a resource state transition bug in D3D12 NV drivers (GF 10xx series?) (Glide/DX)
  • Common backend
    • Various changes and minor optimizations in the code generators
    • Fixing a bug in the FF ps code generator (Terrorist Takedown)
    • Fixing a DDraw backend bug (Wing Commander 3)
  • General D3D
    • Fixing the lighting incompatibility with MS D3D8/9 (my own tests)
    • Fixing a regression bug in lighting (Splinter Cell: Chaos Theory Versus Mode)
  • D3D8
    • Workarounding a ChromeEngine specific hack in D3D8 (Chrome, Chrome Specforce fog)
    • Fixing a thing in D3D8 (Lord Of The Ring - Fellowship of The Ring)
  • D3D9
    • Improving the implementation of D3D9 queries in the D3D12 backend to get far better response time (performance)
    • Fixing a D3D9 bug (Arcania - Gothic 4)
    • Fixing a bug and a leak in the D3D9 frontend
    • Minor fixes in the D3D9 debug layer
  • Glide
    • Changing the version number of Glide2 to 2.60 (Heretic II 3Dfx renderer)
    • Some new error messages in the Glide debug layer for DllMain operations
    • Optimizing Glide Draw calls with small amount of vertex/index data in the D3D12 backend for performance
    • Fixing an lfb-writeback thing in Glide (Mech Warrior 2)
  • Control Panel App
    • Increasing the vertical size a bit
    • A fix for a resizing bug during DPI changes

v2.82.2 - A minor update to the latest release again

25 Dec 14:45
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I reuploaded this release with a bug fixed on 2023.12.26

  • Refactoring the FF ps code generator to produce a bit more optimal code
  • Fixing a lighting D3D incompatibility with MS D3D (Project I.G.I.)
  • Fixing a broken shader for D3D11 FL11.0 (Blood 2)
  • Adding Green Sardine/Cezanne AMD architectures to the D3D11 blacklist (device ID: 0x1638)
  • Fixing a bug in the blt shader code generator (Morrowind)

v2.82.1 - A little addition to the latest release

28 Nov 18:36
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  • Remapped D3D/8/9 lights to reduce the number of FF shader variants (UT2004, RavenShield, games using FF vertex pipeline)
  • Fixing the 2D blitter and 3D texturer to handle colorkeyed ARGB2101010 and ARGB16161616 format textures properly
  • Compiler toolset upgrade

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)