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Releases: dege-diosg/dgVoodoo2
Releases Β· dege-diosg/dgVoodoo2
v2.84 - Some improvements, new bugs
I have reuploaded this release with a minor fix.
- Rewritten shader code translators for vs.1.x/vs.2.x/vs.3.0 and ps.1.x/ps.2.x/ps.3.0, including additional geometry shaders
- Fixing the bugs of the old ones, much cleaner, maintainable code for me
- Based on the infrastructure I developed for other code generators later
- Generating slightly more optimal shader code, more in line with code style of the official MS D3D compiler as well
- Fixing DD/D3D8/9 GetPrivateData for IUnknown interface data
- Fixing an incompatibility with MS DDraw (Discord Times)
- Fixing the upload of 3D textures in the D3D12 backend (Darksiders II)
- Optimizing a thing for performance in the D3D8/9 frontend
- Optimizing surface data readback for performance in the D3D12 backends
- Fixing a crash in the D3D11 backend (Rallisport Challenge)
- Changing the frontend D3D8/9 impl of texture palettes to a better one
- Async palette update on UMA architectures too (bug) (Rallisport Challenge, ...)
- Fixing the clipped cursor problem in Glide after exiting a Glide session
- No minimizing of the fullscreen window in fake fullscreen mode in certain cases
- An error debug message in all dll versions for fatal failed D3D12 resource allocations (when running out of address space)
- Minor other internal fixings
v2.83.2 - Some minor bugs are fixed
- 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
- 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
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
- 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
- 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
- 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
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
- 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
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