dgVoodoo 2 for DirectX 11

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Re: dgVoodoo 2 for DirectX 11

Postby gulikoza » 2013-3-18 @ 22:14

Dege, are you doing something weird in DllMain()? DOSBox crashes right after the LoadLibrary() call if output is set to opengl. At first I thought it was the OpenGL code, but it works if glide is disabled. It also works if I start dosbox in gdb. And it works if either openglide or nglide are used instead... :happy:

D3DCREATE_FPU_PRESERVE?
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Re: dgVoodoo 2 for DirectX 11

Postby HunterZ » 2013-3-18 @ 22:16

I think Freespace looks fine at its original resolution, but nGlide also lets you run at higher resolutions. The 3D rendering looks great that way, but I recall that the 2D text has some artifacting, possibly due to scaling.
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Re: dgVoodoo 2 for DirectX 11

Postby Gamecollector » 2013-3-19 @ 00:30

I'm testing the games w/o nGlide scaling, so - sorry.
Technically - external scaling will blur all text/2d elements and border artifacts. The only exception is power-of-two scaling (640x480 -> 1280x960 etc).
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Re: dgVoodoo 2 for DirectX 11

Postby HunterZ » 2013-3-19 @ 01:18

Looks like I posted screenshots here: http://www.zeus-software.com/forum/view ... f=10&t=528

The artifacting is subtle horizontal lines at the top of the rows of text.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-19 @ 07:42

Dege, are you doing something weird in DllMain()?

No, it's an empty function. All the D3D stuff is initialized on demand at a later point. I think the only code running there is the decompressor but that shouldn't conflict with anything.

DOSBox crashes right after the LoadLibrary() call if output is set to opengl.

I've checked it myself and it works for me. It's indeed weird. In what module does it crash?

D3DCREATE_FPU_PRESERVE

There is no such flag in D3D11, thanks for God. :happyhappy:
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-19 @ 07:45

It's a typical artifact caused by forced resolution and bilinear filtering (so that unmatching texel->pixel mapping). I often come accross this combo.

Probably dgVoodoo looks the same, if it works with Freespace (never tried).
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Re: dgVoodoo 2 for DirectX 11

Postby gulikoza » 2013-3-19 @ 07:53

Code: Select all
Faulting module name: atioglxx.dll, version: 6.14.10.11318, time stamp: 0x4ebb3dc2
Exception code: 0xc0000005


ATi drivers...so this would be pretty specific. Still it's strange dgVoodoo would cause this. I don't really mind that much and there's little to gain from solving this, so it can just go on the Known weird issues list.
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-19 @ 08:36

But I still don't understand how could the video driver cause anything right after LoadLibrary since it's not even called.
Oh, I forgot: I checked this with the 'quick' build you posted here a few days ago. Any change since then that could cause this, maybe?

Anyway, it's not an important issue, I think.
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Re: dgVoodoo 2 for DirectX 11

Postby gulikoza » 2013-3-19 @ 10:06

No, it crashes with the test build for me as well. I also have quite old Ati drivers...it doesn't really matter, just thought I'd mention it if it was something obvious :happy:
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-19 @ 12:36

A (maybe stupid) question: is Napalm Glide build an official 3Dfx driver build, whose extensions were never documented or is it some kind of "hacked" build for Glide64? :blush:

Looking through the sources it seems that COMBINE extension is not just about extended alpha/color combining but million other things like extended alpha blending, stencil, buffer clear, etc. Should they all have to be implemented to make it worth anything? :s-face:
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Re: dgVoodoo 2 for DirectX 11

Postby mudlord » 2013-3-19 @ 23:07

A (maybe stupid) question: is Napalm Glide build an official 3Dfx driver build, whose extensions were never documented or is it some kind of "hacked" build for Glide64?


I am actually in the dark as you are. :<
All I know is that koolsmoky has been involved with Glide64 development since the beginning, if it makes sense.
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Re: dgVoodoo 2 for DirectX 11

Postby Davros » 2013-3-27 @ 14:43

ps: cockpit colours are wrong (tinted yellow) in I-War
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-27 @ 18:27

ps: cockpit colours are wrong (tinted yellow) in I-War

Yep, indeed. Thanks for the info, I'm going to investigate this one.

Also, I found that FreeSpace demo does not work (almost) at all because of strict parameter validation of the wrapper on lfb lock. I had to put a line into comment to get it to work. :happyhappy:

I am actually in the dark as you are. :<
All I know is that koolsmoky has been involved with Glide64 development since the beginning, if it makes sense.


Anyway, it would be cool to have a separate Napalm-build of Glide3x with all its features. I don't know how much spare time I'm going to have, I think I'm being on the way to implement them (but perhaps not all, I don't know it yet).
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Re: dgVoodoo 2 for DirectX 11

Postby robertmo » 2013-3-27 @ 18:30

Dege wrote:it would be cool to have a separate Napalm-build of Glide3x with all its features


What would be the use for them?
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-27 @ 19:21

What would be the use for them?

I don't really know, I think only Glide64 uses them. Mudlord mentioned extension COMBINE (I suppose it's needed for Glide64) and this one is part of Napalm build.

But otherwise it would be cool to have it even if nothing uses it. :happyhappy:
I like the bread completely baked. :happyhappy:
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Re: dgVoodoo 2 for DirectX 11

Postby robertmo » 2013-3-27 @ 19:36

I think everybody here would agree that PowerVR emulation (that is documented) would be more useful ;)
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-3-28 @ 08:27

I think everybody here would agree that PowerVR emulation (that is documented) would be more useful


What custom API does it have and what uses that? (PVR2D?)
AFAIK PowerVR has standard OpenGL and DX support.
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Re: dgVoodoo 2 for DirectX 11

Postby robertmo » 2013-3-28 @ 09:07

The Ultimate 3D Accelerated Supported Games List (Early proprietary APIs - NO Direct3D/GLIDE)
viewtopic.php?t=33483

PowerVR Fun Thread
viewtopic.php?t=23876

PowerVR MiniGL compatibility list
viewtopic.php?t=32961

3D Accelerator Video Captures
viewtopic.php?t=31627

3D Acceleration Comparison Episodes
viewtopic.php?t=32983

Retro 3D Accelerator Screenshot Collection
viewtopic.php?t=26536
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Re: dgVoodoo 2 for DirectX 11

Postby Dege » 2013-4-23 @ 09:00

I've just released a new version.

Changelist for 2.15:

- Full support for texture buffers via Glide3 extension 'TEXTUREBUFFER' All 16 bit texture formats are supported as rendering format except for paletted ones
- Bad color order for delta0 color, fixed (seems I'm not in luck with RGBA order in general)
- Some bugs are fixed I found through my own tests: unwritten alpha values to the aux buffer, bogus Glide3 viewport handling
- More optimization in LFB lock handling to avoid slowdowns on locking patterns/usage like in King's Quest: Mask of Eternity (Thanks for the feedback & help, Andrew!!)
- A lot of code changed thanks to other developments, so I hope I have not broken anything

Extension COMBINE is ready as well but that will be part of the Napalm build which I'm planning to release later.
Since a lot of essential code has changed, I might have broken something. I've done some testing in a hurry and everything seemed to be ok. Let me know if a bug found.
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Re: dgVoodoo 2 for DirectX 11

Postby mudlord » 2013-5-10 @ 03:15

hahahah, nice work.
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