This repository has been archived by the owner on May 5, 2024. It is now read-only.
v2.81 - Some development and some fixes
- 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
- Option GeneralExt\ColorSpace to choose between SDR/HDR outputs
- 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
- Generating more optimal vs/ps shaders for D3D9 along with some performance improvement,
- Fixing broken clipping planes with D3D11 FL11.0 output (Tomb Raider Underworld)
- Fixing D3D12 leaks
- A lot of internal changes in the backends