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This repository has been archived by the owner on May 5, 2024. It is now read-only.

v2.81 - Some development and some fixes

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@dege-diosg dege-diosg released this 21 Jul 19:34
· 2 commits to master since this release
  • 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