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This repository has been archived by the owner on Apr 16, 2024. It is now read-only.

Releases: dege-diosg/dgVoodoo2

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)

v2.81.2 - A minor patch again

19 Aug 14:15
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  • 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

24 Jul 18:23
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  • Fixing a regression bug that can break DirectShow movie playback
  • Fixing another regression bug causing crash

v2.81 - Some development and some fixes

21 Jul 19:34
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  • 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
  • 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
  • Fixing broken clipping planes with D3D11 FL11.0 output (Tomb Raider Underworld)
  • Fixing D3D12 leaks
  • A lot of internal changes in the backends