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This repository has been archived by the owner on May 5, 2024.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

v2.82 - Some development and improvements

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@dege-diosg dege-diosg released this 21 Nov 15:36
· 1 commit to master since this release

I reuploaded this with a minor bug fixed:

  • D3D/8/9 improvements and fixes
    • Hardware vertex buffers in D3D6/7
    • Improving the PS shader code generator to handle D3D colorkeyed textures (also fixing the D3D12 LOD-problem)
    • Overhauling the general pipeline code and the capabilities of the FF pipeline
    • Adding support for the reference device in D3D8/9 (Operation Blockade)
    • Improved DD/D3D API tracing, some bugfixes/changes and additions in the DX debug layer
    • Clipping / vertex layout / fog bugfixes (Extreme Paintbrawl 4, Max Payne, Off Road Arena)
    • D3D9 fixes (fr-054 Polar, Crush, Nitro Stunt Racing, Trackmania Sunrise Extreme)
    • Fixing the "clipped cursor" issue when exiting D3D8/9
    • Improving DDraw compatibility (Legion Gold)
    • Improving DirectShow compatibility (Project Eden)
    • Forcing texture filtering did not work properly in D3D, fixed
    • Fixing a regression bug in DDraw compression Blt (Eurofighter Typhoon)
    • Fixing a windowed Blt bug in DDraw (my own test app)
    • Fixing a regression crash in D3D12 UP Draw (Tomb Raider 5)
    • A bugfix in the cpu code generator
    • A bugfix in the blitter shader code generator
    • Auto mipmap-generation (changing option DirectX\DisableMipmapping to DirectX\Mipmapping)
  • Glide fixes
    • Fixing a rendering incompatibility (Outlaws)
    • Fixing a freeze/crash bug in Glide D3D12 dynamic resolution changing
  • General improvements
    • Changing/fixing a lot of things in the source using a code analyzer
    • Doubling the tooltip appearance time in the Cpl
    • Implementing loader lock detection for all (missing) platforms (x64, arm64/ec)
    • Internal changes and code refactoring under the hood