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Update to DGVoodoo 2.8
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voicemxil committed Mar 19, 2023
1 parent 84c50a9 commit f00549e
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Showing 5 changed files with 44 additions and 14 deletions.
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58 changes: 44 additions & 14 deletions Sims1WidescreenPatcher.Utilities/Resources/DgVoodoo2/dgVoodoo.conf
Expand Up @@ -4,7 +4,7 @@
; want to modify some advanced properties not available via the CPL.
;==========================================================================

Version = 0x275
Version = 0x280

;--------------------------------------------------------------------------

Expand All @@ -14,7 +14,7 @@ Version = 0x275
; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar",
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", "stretched_ar_crt",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
;
;InheritColorProfileInFullScreenMode:
Expand Down Expand Up @@ -76,7 +76,12 @@ CenterAppWindow = false
; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
; you can choose which filter is to be used for resampling the output image
; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
; FreeMouse: If true then physical mouse is free to move inside the game window
; PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be
; overridden here. Flip models are better suited for modern OS features like auto HDR,
; while plain legacy models provide the best presentation performance under ideal conditions
; Not all model + output API + OS version combinations are supported.
; "auto", "discard", "seq", "flip_discard", "flip_seq"
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
Expand All @@ -88,10 +93,10 @@ CenterAppWindow = false
; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.
; EnableGDIHooking: If enabled then dgVoodoo hooks GDI to be able to render graphical contents
; (like movie playback through the ancient Windows Multimedia AVI player library)
; rendered through GDI - experimental feature, for the time being it's implemented
; only for DX emulation
; SystemHookFlags: You can define which part of the system should be hooked (x86-DX only):
; "gdi" - for showing graphical contents rendered through GDI
; (like movie playback through the ancient Windows Multimedia AVI player library)
; "cursor" - for suppressing double-cursor symptoms when the cursor is emulated

DesktopResolution =
DesktopBitDepth =
Expand All @@ -100,12 +105,13 @@ ImageScaleFactor = 1
CursorScaleFactor = 0
DisplayROI =
Resampling = bilinear
PresentationModel = auto
FreeMouse = false
WindowedAttributes =
FullscreenAttributes =
FPSLimit = 0
Environment =
EnableGDIHooking = false
SystemHookFlags =

;--------------------------------------------------------------------------

Expand All @@ -116,12 +122,14 @@ EnableGDIHooking = false
; MemorySizeOfTMU: in kBs
; TMUFiltering: "appdriven", "pointsampled", "bilinear"
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%d x"
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; Resolution = max_2x
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
Expand Down Expand Up @@ -164,28 +172,31 @@ DitherOrderedMatrixSizeScale = 0
[DirectX]

; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra"
; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
; Filtering: "appdriven", "pointsampled", "bilinear", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)
; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
; Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling

DisableAndPassThru = false

VideoCard = internal3D
VRAM = 256
Filtering = appdriven
KeepFilterIfPointSampled = false
DisableMipmapping = false
Resolution = unforced
Antialiasing = appdriven

AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true

BilinearBlitStretch = false
Bilinear2DOperations = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = true
dgVoodooWatermark = true
FastVideoMemoryAccess = false

;--------------------------------------------------------------------------

Expand Down Expand Up @@ -234,6 +245,21 @@ FastVideoMemoryAccess = true
; Can be defined only for SVGA and Internal3D card types
; Valid values are 256 (default), 512 or 1024

; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
; 0 = app driven
; 1 = disable
; 2 to 8 = a forced tesselation level
; Altough tesselation works with all vertex shader versions, you can force level higher than 1
; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)

; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
; or very special applications where you want to enable only individual displays on your monitor wall.

; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)

Expand Down Expand Up @@ -270,6 +296,10 @@ Default3DRenderFormat = argb8888

MaxVSConstRegisters = 256

NPatchTesselationLevel = 0

DisplayOutputEnableMask = 0xffffffff

MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true
Expand Down Expand Up @@ -301,4 +331,4 @@ Warning = enable
Error = enable
MaxTraceLevel = 0

LogToFile = false
;LogToFile = false
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