This repository has been archived by the owner on Dec 31, 2024. It is now read-only.
v2.73
- 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