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- Extracted from dgVoodooWIP60_1.zip
- Downloaded from http://dege.freeweb.hu/temp/
- ___________
- dgVoodoo WIP only version
- -------------------------
- =========================
- WIP51:
- =========================
- Altough this is versioned as 2.55.5, it's compiled from the main dev branch (I was sluggard to raise version).
- This version contains a lot of refactored code, so I might have broken things in spite of continuous testing.
- - First version of D3D9 (shader model 1.x) is added (quite untested)
- - Refactored code
- =========================
- WIP52:
- =========================
- - Regression bug in D3D8 shader cache, fixed (Star Wars Republic Commando)
- - Adding support for textures/surfaces with YUV formats (UYVY, YUY2) for D3D8/9 (Serious Sam 2 movie playback)
- - Lot of D3D9 bugfixing
- - Some general refactoring
- =========================
- WIP53:
- =========================
- I have a large commit list in my repo, so briefly:
- - Support for shader model 2.x (D3D9)
- * ps.2.x - supported (hw execution, full feature set)
- * vs.2.x - supported (hw/sw execution, full feature set)
- * ps.2.sw - not supported (designed for sw execution, supported only by the reference D3D9 rasterizer, development purposes)
- * vs.2.sw - not supported (designed only for sw execution, development purposes)
- - Needed refactoring + implementing some missing D3D9 features
- - Implementing D3DPERF* function family
- - Some bugfixes for D3D8/9, related to stateblocks + other things
- =========================
- WIP54:
- =========================
- A large commit list again, so
- - Adding support for float type textures/rts/surfaces
- - Effort on avoiding stuttering caused by on-the-fly shader creation (DX8/9)
- It's not perfect yet but I'm planning to do further optimizations later
- - Fixing a lot of bugs related to shader validation/translation and vertex input binding
- - Fixing D3D9 state block related things (D3DX)
- - Incompatible D3D9 fogging, fixed
- - Fix for grTexCalcMemRequired for more compatibility with real drivers (Glide 1/2)
- - Optimizing D3D9 StretchRect (The Witcher)
- - Support for simultaneous texture/rt usage (D3D6-9)
- - Various other fix in internal functions, like texture create/update/lock parameter validation
- - Other fixes I don't want to word (as usual :) )
- =========================
- WIP54_1:
- =========================
- - Fix for x64 Glide libraries
- - 2 bugs causing crashes in D3D/D3D9 are fixed
- - some more error message are added to the D3D9 debug layer
- =========================
- WIP55:
- =========================
- - Multiple Render Targets (4 for the Internal Virtual card) with independent write masks (D3D9)
- - All 16 bit norm/float + 32 bit float texture formats are supported (D3D9)
- - Supporting the same color formats for volume textures that are available for 2d/cube textures
- (except P8, D3D8/9)
- - Support for auto-generating mipmaps for 2d/cube textures (D3D9)
- - Support for SRGB texture sampling (D3D9, The Sims 3)
- - Support for SRGB render target (D3D9)
- - Bug in ps_2_x validator, fixed (The Sims 3)
- - Fixing D3D9 depth bias
- - Support for USHORT2/4N and FLOAT16_2/4 vertex component formats (D3D9)
- - Some fixes in the D3D9 debug layer
- - Other small fixes and optimizations
- =========================
- WIP56:
- =========================
- - D3D9 query issuing bug + a D3D9 object handling bug, fixed (UT3)
- - Missing dithering on 16 bit surfaces in all D3D versions, fixed (regression bug)
- - Support for vertex element types UDEC3/DEC3N for sw/virtual sw vertex processing (Spore)
- - vs_2_x validation/code generation bug, fixed (Starship Troopers, UT3)
- - Some bugs found in FF sw vertex processing, fixed
- - Bug of drawing to SRGB rendertargets, fixed (EYE)
- - Adding an implementation of Direct3DShaderValidator9 object (Bad Day LA)
- - Enabling D3DFVF_XYZW for vs input (Boiling Point: Roadway to Hell)
- - Incompatibility in D3D8/9 Set/Get/Free private resource data, fixed (Dreamfall - The Longest Journey)
- - Fixing D3D9 SetDialogBoxMode (Dragonshard)
- - D3D9 init bug, fixed (The Suffering)
- - Incompatibility of validating lock flags for non-dynamic surfaces, fixed (Knights Of the Temple 2)
- - Incompatibility of handling default scissor rect, fixed (Knights Of the Temple 2)
- - Bug in validating texture creating parameters and return values, fixed (Kohan II Kings of War Warchest)
- - Some D3D8/9 multithreading bugs are found, fixed
- - Some other minor internal bugs/leaks are fixed
- =========================
- WIP57:
- =========================
- - Support for D3D9 Shader Model 3
- * ps_3_0 full feature set
- * vs_3_0 full feature set - TEXLDL (texture sampling) is not yet implemented for sw execution of the shader
- - Stream source step rate + instanced drawing is implemented
- - Format A2R10G10B10 (HDR) is now supported for display modes and textures/surfaces (D3D9, ATI tech demos)
- - Support for non-standard DF16/DF24 depth buffers - but they don't yet work properly :DD (D3D9, ATI tech demos)
- - Wrapper version is raised to 2.6
- - New option 'DirectXExt\AdapterIDType' for cosily defining an nVidia, AMD or Intel driver-type information
- to the applications (unfortunately some games rely on them)
- - New option 'GeneralExt\DesktopBitDepth' to override the real bit depth reported by dgVoodoo
- - Various shader/sw vertex processing/other bugs I encountered are fixed
- - Some internal things are also changed so I may also screwed up something
- =========================
- WIP58:
- =========================
- - Restoring shader signatures for VorPX
- - Minor shader compiling optimization
- - Full support for 'DF16' and 'DF24' texture formats
- - Implementing depth-only rendering (shadows in ATI tech demo Assassin)
- - D3D9 Multi-rt Clear bug (scene demo Birostris)
- - Improved rt + depthstencil validating (Donald Duck remastered + some scene demos)
- - sm3 - non-sm3 pipeline linkage bugs (Strania + scene demo Crush)
- - Fixing a bug in sm3 shader validator(s) + flowcontrol validator
- - Some shader code generation bugs are fixed (e.g. a ps_1_x regression one in BloodRayne 2)
- - First version of x64 D3D9 (tested only with UT2004 and Oxenfree)
- - More optimal D3D system memory usage in general
- - More optimal D3D video memory usage in general
- - Optimized memory usage for DirectDraw - old Unreal engine games now run with any amount of VRAM
- - Incompatibility of DDraw ALLOCONLOAD textures with MS DDraw, fixed (Fighting Force)
- - Incompatible D3D9 device creation (finding refresh rates + handling exclusive mode), fixed (e.g. Enter The Matrix)
- - Optimizing D3D8 CopyRects for resources in MANAGED pool (long level loading time in BloodRayne 2)
- - Default amount of DX VRAM is increased to 256MB + VRAM size is changed to 64 bit
- - Adding new option 'DirectXExt\\DeferredScreenModeSwitch' for games crashing on device init with fullscreen switch
- - Adding new windowed mode attribute 'FullScreenSize'; if enabled then window will have full screen size with
- image scaling inside - this is useful for fake fullscreen mode (without mouse emulation because it's forced windowed mode)
- I refactored a fair amount of code again, so, I may have broken something.
- =========================
- WIP59:
- =========================
- - Adding shader code (DXBC) generator for DirectX modules, for fast code generating, to avoid
- stuttering/freezing arising from shader compiling on the rendering thread.
- The external D3DCompiler is not needed anymore but can be useful because the compiler generates
- slightly better optimized code than me. :)
- You can configure dgVoodoo to
- - use only its internal code generator (default)
- - use internal code generator and external compiler in cooperative mode
- - rely only on the external compiler (like in previous versions)
- BTW, I utilized the DXBC checksum algorythm: https://github.com/GPUOpen-Tools/common-src-ShaderUtils/tree/master/DX10
- - A new experimental option is added for GDI hooking (game movies rendered through the old AVI player lib)
- I tested it only with PanzerDragon (works) and Nocturne (doesn't work). This feature is still to be developed and it's in an
- initial state so don't expect it to work generally now. I started working on it but shortly after I decided to work on
- the DXBC generator instead.
- - Regression bugs caused by the latest refactoring are fixed
- (crash in LithTech engine games with dynamic lighting enabled, crash in NFS Most Wanted 2005 and Mirror's Edge)
- - Some other minor bugs I encountered are fixed
- =========================
- WIP59_1:
- =========================
- Some quick fixes for problems I just encountered in some scene demos:
- - Wrong code generated by the DXBC generator for writing depth output register in pixel shaders, fixed
- (http://www.pouet.net/prod.php?which=54565)
- - Adding support for INTZ/NULL surface formats (D3D9)
- - Error code returned for block-type texture/surface formats when creating them in SCRATCH pool, fixed
- (http://www.pouet.net/prod.php?which=54588)
- (http://www.pouet.net/prod.php?which=54433)
- =========================
- WIP60:
- =========================
- - Some missing D3D9 caps are exposed for the internal card type
- - vs - ps_3_0 pipeline linkage bug, fixed (4k demo Fan_tastic)
- - vs_3_0 flow control validator is fixed (Valkyria Chronicles)
- - Some bugs and imperfect instruction impls are found in the DXBC generator, fixed (Deus Ex Human Revolution, Divinity Dragon Commander)
- - Problem with an internal cache, fixed (Batman Arkham Asylum)
- - Fixing 'invalid device creation parameters' error (Dark Souls - Prepare to Die Edition)
- - Some minor bugs related to D3D9 rendering are fixed (Dark Souls, Blur)
- - Adding support for ATI1/ATI2 texture formats (Astebreed)
- - Improving D3D8/9 UpdateTexture for more general src/dst texture types (Unigine Heaven benchmark with ATI1/2 support)
- - Improving D3D9 rt/depth validation, bug of simultaneous src/dst usage of depth textures is fixed, optimized (Deus Ex HR, Split Second)
- - Some optimizing for sw D3D9 drawing
- - Fixing default color of A8 texture format (Blade Of Darkness)
- - Adding support for sphere map texture coord generation (D3D9)
- =========================
- WIP60_1:
- =========================
- - Minor bugfixing for depth rendering with forced resolution (Deus Ex HR)
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