This repository has been archived by the owner on Apr 16, 2024. It is now read-only.
Releases: dege-diosg/dgVoodoo2
Releases Β· dege-diosg/dgVoodoo2
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
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