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