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This repository has been archived by the owner on Oct 6, 2024.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

v2.73

26 Feb 18:48
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  • Replacing the HLSL compiler in Glide ps shaders with an own code generator
    So now dgVoodoo does not need the external D3DCompiler at all
  • Optimizations in D3D sw vertex processing calcs
  • Optimizations in D3D state blocks + some minor D3D9 optimizations
  • Fixing a D3D9 shader incompatibility (Mass Effect)
  • Fixing a shader validator bug (Garfield - Lasagna World Tour)
  • Fixing a regression bug in D3D frontend (Crush)
  • Fixing another bug in D3D frontend
  • Fixing a D3D12 API driving bug
  • Fixing a bump mapping bug in FF shaders (Matrox G400 demo)
  • Fixing a cube texture resolution scaling bug (Colin McRae Rally 3)
  • Fixing a vs.1.x code generator bug (Splinter Cell 2)
  • Fixing D3D9 vs.3.x pointsize output (Fable 3)
  • Minor comparison sampling fix for D3D8/9 (Test Drive Unlimited 2) (D3D12 is recommended)
  • Fixing a D3D colorkeying bug (Restricted Area)
  • Changing the criterions for accepting incoming refresh rate values in DX (see the DirectX readme for details)
  • Fixing a bug in Glide D3D12 backend (Ultimate Race Pro)
  • Fixing an encountered Glide bug (texture chroma range)
  • Minor modification for Glide SstWinOpen to accept (and convert) more invalid buffercount combinations
  • Some debug layer fixings for Glide3 Napalm
  • Gamma ramps now automatically work with D3D12 (with underlying optimizations)
    Color profile is always inherited because of calibration standards on modern systems
    Option General\InheritColorProfileInFullScreenMode is only taken into account when a D3D11 output API is explicitly selected (compatibility mode for old hw)
  • Introducing option GeneralExt\FullscreenAttributes with attribute 'Fake' to enable fake fullscreen rendering
  • Enabling control tabbing + fixing tab-order for the CPL

v2.72 - Incremental update

10 Dec 15:36
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(Reuploaded on 2020-12-16)

  • Fixing a state management bug in the D3D11/12 backend (XIII)
  • Fixing a DDraw incompatibility bug (Tetris Worlds)
  • Fixing a Glide LFB locking bug + shutdown incompatibility (Speedboats, but this game has other problems too, causing crash)
  • Fixing a DDraw palette bug (Jedi Knight 2, ... and other old Star Wars games)
  • Fixing a bug in D3D9 frontend (Gothic 3)
  • Fixing an incompatibility in D3D8/9 frontend (Gothic 3)
  • Fixing some bugs in the D3D11 backend when revising code
  • Minor CPL improvements: adding 4GB to DX predefined videomemory values and observing textboxes to detect config changes
  • Internal changes/minor optimizations for future features

v2.71.3 - Minor incremental update

02 Nov 16:32
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  • Fixing a bug in the DXBC generator (Metal Gear 2 Solid Substance, the original version)
  • Making DDraw device window creation compatible with MS DDraw (Everquest)
  • Minor improvement in the DDraw hook layer (Submarine Titans)
  • Fixing a bug in the shader code validator (Anarchy Online)
  • Implementing a minor missing thing in the D3D12 backend (Anarchy Online, but affects other appications as well)
  • Fixing a Glide texture upload bug (Montezuma's Return)
  • Fixing a thing incompatible with MS D3D (Christmas Magic)
  • Fixing a minor D3D12 leak

v2.71.2 - Minor incremental update

15 Oct 14:45
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  • Fixing blurry output of upscaled DDraw rendering
  • Restoring old window handling mode for D3D11
  • Minor Glide debug layer improvement for nonstandard resolution/refresh rate

v2.71.1 - A regression bug in DDraw causing crash is fixed

08 Oct 19:14
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v2.71 - Minor update to v2.70

07 Oct 14:44
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  • Support for true multimonitor DDraw applications (my test app)
  • Minor performance improvements in D3D frontend and D3D12 backend (most noticable with Dreamfall The Longest Journey with D3D12)
  • Fixing a memory leak (my own tests)
  • Some minor refactoring in the code
  • Fixing a DDraw bug causing crash (Will Rock)

v2.70 - D3D12 support added, improved fast videomemory access

29 Sep 12:03
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Support for Direct3D12 as output API, the minimum required feature level is 11.0
Improved/fixed fast video memory access for the DirectX modules.
Refactored backend code along with some Direct3D11-related bugs fixed.

See the readme for the details.

dgVoodoo API 2.70 is also included here (for developers).

v2.64 - An incremental bugfix version

29 Sep 12:00
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See the readme for the details.

v2.63.x - Incremental bugfix versions for v2.63

29 Sep 11:59
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See the readme for the details.

v2.63 - New resampling filters for image output

29 Sep 11:58
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New type of filters for resampling the output image are added (Bicubic, Lanczos-2, Lanczos-3).
Also, mipmapping support for downscaling the output image is added.

A few bugfixings, see the readme for the details.