This repository has been archived by the owner on Dec 31, 2024. It is now read-only.
Releases: dege-diosg/dgVoodoo2
Releases · dege-diosg/dgVoodoo2
v2.74.1
- Reworking of the FPS limiter to avoid a possible input lag with D3D12
- Fixing a D3D bug causing unreleased resources (SWAT 3, first run without a config file)
- Change in the impl of the emulated hw cursor (SWAT 3 bad preformance, but affects other games too)
- Fixing a bug in the new Glide DXBC generator (Scorched Planet demo)
- Some optimization on DDrawSurface GetDC/ReleaseDC
- Fixing vsync flag validation/interpretation in DDrawSurface::Flip
- Minor change in certain DDraw Debug Layer messages
- Minor fixes in the CPL
v2.74
- Enabling 16K sized surfaces in DDraw (Demon World 2)
- Optimizing filling-type GPU-work all along the code for lower GPU usage (DDraw/D3D/presentation)
- This also involves some improvements in filling capabilities of DDraw
- Removing an old general limitation related to swapchains + code refactoring
- Implementing an FPS-limiter configurable through the new option GeneralExt\FPSLimit
- Fixing bicubic + Lanczos filters combined with CRT-like appearance and integer scaling
- Adding a new option GeneralExt\CursorScaleFactor to control the integer scaled appearance of the emulated hw cursor
- Adding option DirectXExt\Default3DRenderFormat for possible higher dynamic range
- Fixing a vs.1.x shader translator bug (The History Channel - Civil War)
- Fixing a regressive D3D12 DX backend bug
- Fixing a D3D12 common backend cache bug (nVidia Chameleon demo)
- Fixing a bug with forced MSAA in D3D11/12 DX backends
- Implementing missing point-type fillmode (nVidia tech demos)
- Implementing some missing things in DDraw (Near Fantasy Space)
- Minor change in handling the FPU state (Tantra Online)
- A Glide3 incompatibility is fixed (Test Drive 5)
- Glide x64 bugfixings: bad thick-line drawing and crash in guDrawPolygonVertexListWithClip
- Slight modification in Glide window handling when enviroment is configured to Dosbox
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
v2.72 - Incremental update
(Reuploaded on 2020-12-16)
- Fixing a state management bug in the D3D11/12 backend (XIII)
- Fixing a DDraw incompatibility bug (Tetris Worlds)
- Fixing a Glide LFB locking bug + shutdown incompatibility (Speedboats, but this game has other problems too, causing crash)
- Fixing a DDraw palette bug (Jedi Knight 2, ... and other old Star Wars games)
- Fixing a bug in D3D9 frontend (Gothic 3)
- Fixing an incompatibility in D3D8/9 frontend (Gothic 3)
- Fixing some bugs in the D3D11 backend when revising code
- Minor CPL improvements: adding 4GB to DX predefined videomemory values and observing textboxes to detect config changes
- Internal changes/minor optimizations for future features
v2.71.3 - Minor incremental update
- Fixing a bug in the DXBC generator (Metal Gear 2 Solid Substance, the original version)
- Making DDraw device window creation compatible with MS DDraw (Everquest)
- Minor improvement in the DDraw hook layer (Submarine Titans)
- Fixing a bug in the shader code validator (Anarchy Online)
- Implementing a minor missing thing in the D3D12 backend (Anarchy Online, but affects other appications as well)
- Fixing a Glide texture upload bug (Montezuma's Return)
- Fixing a thing incompatible with MS D3D (Christmas Magic)
- Fixing a minor D3D12 leak
v2.71.2 - Minor incremental update
- Fixing blurry output of upscaled DDraw rendering
- Restoring old window handling mode for D3D11
- Minor Glide debug layer improvement for nonstandard resolution/refresh rate
v2.71.1 - A regression bug in DDraw causing crash is fixed
v2.71 - Minor update to v2.70
- Support for true multimonitor DDraw applications (my test app)
- Minor performance improvements in D3D frontend and D3D12 backend (most noticable with Dreamfall The Longest Journey with D3D12)
- Fixing a memory leak (my own tests)
- Some minor refactoring in the code
- Fixing a DDraw bug causing crash (Will Rock)
v2.70 - D3D12 support added, improved fast videomemory access
Support for Direct3D12 as output API, the minimum required feature level is 11.0
Improved/fixed fast video memory access for the DirectX modules.
Refactored backend code along with some Direct3D11-related bugs fixed.
See the readme for the details.
dgVoodoo API 2.70 is also included here (for developers).
v2.64 - An incremental bugfix version
See the readme for the details.