签到天数: 1776 天 [LV.Master]伴坛终老
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2.83
Frontend
DD/D3D/8/9 objects consumes less memory and system resources
Adding bounds checking into generated VS cpu code
Improving API locking mechanism to avoid 'window message deadlock'
dgVoodoo won't get into deadlock anymore with its own code in multithreaded window-message situations. However there are games (like TR4) that wait for DD/D3D without pumping the message queue, still causing deadlock/livelock. It cannot be resolved at wrapper side.
Minor refactorings here and there
Shared surface memory (Lock/GetDC) in DDraw and D3D9 where possible (better performance)
Workarounding an invalid shader in D3D9 (WALL-E, Ratatouille, Up)
Some changes in the capability of the GF9800 virtual card
DDraw
Refactoring a lot of code to implement resource sharing to be compatible with MS DDraw (e.g. flashing screen in Colin McRae Rally 2)
Implementing a shortcoming in DD compression Blt (Europe 1400)
Implementing DD surface duplicating
Adding some new dbg layer error messages into DD Blt'ing
More compatibility with MS DDraw
YUV format support
D3D
Implementing some missing validation in D3D Draw methods
Fixing minor debug layer bugs
Fixing a D3D7 vertex clipping incompatibility (Torte Le Magic)
Fixing a D3D8/9 resource binding bug
Fixing a thing in D3D execute buffers (shadow in Final Racing)
D3D11/12 backend
Adding a new option DirectXExt\D3D12BoundsChecking (try it if you run into a GPU crash with D3D8/9)
Fixing a surface readback bug (Virtua Fighter 2 with forced resolution)
Fixing some problems related to PS2/3 input registers declared as centroid (Insane 2 with ingame MSAA)
Fixing a PS3 code generation problem (Borderlands with depth of field enabled)
Fixing a regression bug in the blitter (Ephinea PSOBB, my own tests)
Fixing a potential D3D12 deadlock problem (604)
Adding a new addon callback to the API for creating custom D3D12 swapchains
Fixing a 3D rendering bug in the D3D11/12 backends (SC Chaos Theory Versus Mode)
Enabling flag DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING for FLIP presentation type swapchains if supported (windowed mode, fake fullscreen)
Improving the synchronization of GPU/CPU access of poorly used D3D8/9 static buffers
Fixing a regression bug in the blitter (Grand Prix 3 rearview mirrors)
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