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This repository has been archived by the owner on Dec 31, 2024. It is now read-only.

v2.73

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@dege-diosg dege-diosg released this 26 Feb 18:48
· 17 commits to master since this release
  • 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