VOGONS


dgVodooo 2.8.x and related WIP versions

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First post, by Dege

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I released the current state as 2.8 (I know, it should be 2.80):

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_8.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_8_dbg.zip

For the unified change log, see: http://dege.fw.hu/dgVoodoo2/ReadmeGeneral/#changelog

I know there are other issues reported and I'm going to investigate them and I'll release new/patch versions if needed.

Reply 2 of 107, by Dege

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I release this minor WIP for testing the fixes of some regressions in 2.8:

=========================
WIP90:
=========================

- Fixing a bug in the cpu code generator
- Fixing the fogging for DX8.0 (Soul Reaver 2)
- Fixing the window handling (Silent Hill 3)
- Changing a compiling option for DX modules

http://dege.fw.hu/temp/dgVoodooWIP90.zip
(no dbg this time because it makes no sense for such little amount of changes)

If the window handling is still breaking something (compared to 2.79.3) then I'll consider putting back the old one for 32 bit, which is buggy in a certain aspect but at least it's "compatible".

Reply 3 of 107, by lowenz

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lowenz wrote on 2023-03-09, 22:05:
lowenz wrote on 2022-09-21, 19:49:
About that pathological D3D9 case that is Arcania (Gothic 4). Now it works well (90-95% of native performance) BUT there are som […]
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About that pathological D3D9 case that is Arcania (Gothic 4).
Now it works well (90-95% of native performance) BUT there are some kind of "intersecting planes" in the scene (you move around, you see them moving/changing intersection)

arcania-2022-09-21-21-39-10-496.jpg

Now it's crashing loading a savegame (just after the loading is complete) - Ah, I've upgraded to a RTX 3060 :p

OK, it was just the Large Address Aware missing. For "recent" D3D9 games is *just essential* to turn it on (on the main exe), pardon!
Here too there's the "silouhette" issue with forces MSAA (enlarge the image and you'll see it):

arcania-2023-04-09-17-25-40-607.jpg

Reply 4 of 107, by antrad

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I am trying to play Aliens versus Predator from 1999 (not Gold or the 2010 re-release). Without dgVoodoo the game doesn't even launch, with dgVoodoo it crashes when I try to skip the intro movie after selecting the species and launching the level. If I don't skip the video my computer freezes (Windows 7 64 bit, R9 270x). I found a source port to play the game, so I report just for testing purposes.

https://antonior-software.blogspot.com

Reply 5 of 107, by Deffnator

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Dege, can you check Uprising: Join or Die?
Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw and glide.

the glide and ddraw jank GoG made has no issues with the game

Edit: nevermind, found the issue.
the latest dgvoodoo wip seems to hate the game, under 2.79.3 with this config, it went fine even with reshade included
https://pastebin.com/nnGHRkQw

Reply 9 of 107, by Dege

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Deffnator wrote on 2023-04-25, 20:24:
Dege, can you check Uprising: Join or Die? Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw an […]
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Dege, can you check Uprising: Join or Die?
Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw and glide.

the glide and ddraw jank GoG made has no issues with the game

Edit: nevermind, found the issue.
the latest dgvoodoo wip seems to hate the game, under 2.79.3 with this config, it went fine even with reshade included
https://pastebin.com/nnGHRkQw

Do you have a savegame maybe, to easily reproduce this? This seems to be a regressive bug so I'd like to check it out sometime.

Deffnator wrote on 2023-05-07, 17:14:

Dege you were mentioned again by Linus
https://www.youtube.com/watch?v=IrWfhbqURC4
Also a guy put a lot of money into the prototype of the voodoo 5

Well, I didn't spot it. He only says like that they previously tested all kind of emulators for old games. 😉

Reply 10 of 107, by Dege

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Things are going very slowly on my side these days so I released the current state as a patch version:

=========================
dgVoodoo 2.8.2:
=========================

- Fixing D3D8/9 update-texture again (regressive bug) (Ys Seven, Valley Benchmark, ...)
- Support for D3D12 triangle fans if the OS runtime and your driver supports it (Win11)
*This removes some software overhead in D3D8/9 Draw calls in certain cases
*There is a new dbg layer message for what D3D12 optional features are available and used
- A bug is fixed in the D3D9 FVF validator (Lord of the Rings - War in the North, missing foliage)
- Fractional viewports instead of shader code for D3D11 FL11.0+ (Test Drive Unlimited 2 through D3D11)
- Fixing a bug in the CPU code generator and the default vs executor (Matrox Parhelia Reef demo)
- Refactoring DDI blitting code (optimization, dev-only feature)

http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_8_2.zip
http://dege.fw.hu/dgVoodoo2/bin/dgVoodoo2_8_2_dbg.zip

Reply 11 of 107, by Deffnator

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Dege wrote on 2023-05-12, 18:38:
Do you have a savegame maybe, to easily reproduce this? This seems to be a regressive bug so I'd like to check it out sometime. […]
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Deffnator wrote on 2023-04-25, 20:24:
Dege, can you check Uprising: Join or Die? Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw an […]
Show full quote

Dege, can you check Uprising: Join or Die?
Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw and glide.

the glide and ddraw jank GoG made has no issues with the game

Edit: nevermind, found the issue.
the latest dgvoodoo wip seems to hate the game, under 2.79.3 with this config, it went fine even with reshade included
https://pastebin.com/nnGHRkQw

Do you have a savegame maybe, to easily reproduce this? This seems to be a regressive bug so I'd like to check it out sometime.

Deffnator wrote on 2023-05-07, 17:14:

Dege you were mentioned again by Linus
https://www.youtube.com/watch?v=IrWfhbqURC4
Also a guy put a lot of money into the prototype of the voodoo 5

Well, I didn't spot it. He only says like that they previously tested all kind of emulators for old games. 😉

Just play any mission, even the 1st training mission and complete it, it doesn't go back to the main menu.
Once i used those settings it worked flawlessly

Reply 12 of 107, by Deffnator

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Deffnator wrote on 2023-05-13, 13:20:
Dege wrote on 2023-05-12, 18:38:
Do you have a savegame maybe, to easily reproduce this? This seems to be a regressive bug so I'd like to check it out sometime. […]
Show full quote
Deffnator wrote on 2023-04-25, 20:24:
Dege, can you check Uprising: Join or Die? Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw an […]
Show full quote

Dege, can you check Uprising: Join or Die?
Game seems to be stuck with a loop if you finish a mission using dgvoodoo2's ddraw and glide.

the glide and ddraw jank GoG made has no issues with the game

Edit: nevermind, found the issue.
the latest dgvoodoo wip seems to hate the game, under 2.79.3 with this config, it went fine even with reshade included
https://pastebin.com/nnGHRkQw

Do you have a savegame maybe, to easily reproduce this? This seems to be a regressive bug so I'd like to check it out sometime.

Deffnator wrote on 2023-05-07, 17:14:

Dege you were mentioned again by Linus
https://www.youtube.com/watch?v=IrWfhbqURC4
Also a guy put a lot of money into the prototype of the voodoo 5

Well, I didn't spot it. He only says like that they previously tested all kind of emulators for old games. 😉

Just play any mission, even the 1st training mission and complete it, it doesn't go back to the main menu.
Once i used those settings it worked flawlessly

So i found a interesting tidbit

GoG, in fact Ziggurat, They shipped Uprising without the Software Executable, all you have is the 3dfx EXE, which is the the "inferior" EXE even with its graphical improvements, since Uprising3DFX runs on 640x480x256 colorsas athe high res Software mode, it lacks many effects the software version has for some reason, even the sky feels off, something the PS1 port AKA Uprising-X had it better and more accurate to the Software EXE.

Needless to say i tested the original Software EXE, and the game worked with it and even with crt mode and reshade.
https://imgur.com/a/ognbzV7

Reply 13 of 107, by Dege

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I've finished the code generator for the 2D components in dgVoodoo (DX). It should give better performance (or I'd say, lower GPU-usage) for iGPU's in certain cases compared to the previous versions. dGPU's are obviously affected as well but it was not a big problem there in the first place.
It's not extensively tested and the first iteration of my code generators are usually not bug free, so if you encounter any 2D regression, texture bugs or sg like that then you can report that for fixing.

I'm particularly interested to know if the AMD D3D11 solid texture bug is gone or not.

=========================
WIP91:
=========================

- A shader code generator for 2D operations (blitter)
- Fixing a minor bug in the x86/64 vs CPU code generator
- Adding missing optimization for 8 bit surfaces (Colin McRae Rally)
- Fixing a potential D3D12 leak

http://dege.fw.hu/temp/dgVoodooWIP91.zip
http://dege.fw.hu/temp/dgVoodooWIP91_dbg.zip

Reply 14 of 107, by Firtasik

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Dege wrote on 2023-06-19, 11:55:

I'm particularly interested to know if the AMD D3D11 solid texture bug is gone or not.

Sadly, it's still present.

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Reply 16 of 107, by Dege

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I've made some changes in the 2D renderer on a guess-basis. Does it fix the AMD D3D11 solid texture issue?

=========================
WIP91.1:
=========================

- Changes in the 2D renderer hoping for fixing the AMD D3D11 solid texture issue

http://dege.fw.hu/temp/dgVoodooWIP91_1.zip
http://dege.fw.hu/temp/dgVoodooWIP91_1_dbg.zip

Reply 17 of 107, by Firtasik

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Dege wrote on 2023-06-22, 20:02:

I've made some changes in the 2D renderer on a guess-basis. Does it fix the AMD D3D11 solid texture issue?

Nope. 🙁

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Reply 18 of 107, by Dege

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Firtasik wrote on 2023-06-22, 22:10:
Dege wrote on 2023-06-22, 20:02:

I've made some changes in the 2D renderer on a guess-basis. Does it fix the AMD D3D11 solid texture issue?

Nope. 🙁

Ok, so it's not a shader or GPU-rendering related bug. But it's a texture upload bug anyway, so I've compared the source of 2.54 and 2.55.0 to see what the difference is in that part.
In fact I found only one important difference, 2.55 uploads texture data in an optimized way so that's my only suspect by now (also, it somewhat explains why it sometimes work with fast vidmem access or why textures appeared in mixed subblocks with an old driver).

Could we communicate about this in PM's? I don't want to release a WIP in each round.