10 years 6 months ago - 10 years 6 months ago#1by crosire0.13 was created by crosire
Changelog
0.13.0:
Added status code to log messages on hooking error
Added some more error handling to OpenGL renderer
Added tracelog message for return values of important hooked functions
Added error log message if OpenGL effect runtime initialization failed
Fixed ReShade to GLSL compiler error with matrix swizzeling
Fixed errors and black screens with OpenGL games using shared contexts (rewrote entire OpenGL hooking)
Fixed D3D9 renderer trying to generate mipmaps on rendertargets which don't have them
Fixed D3D9 renderer not being able to render to textures bigger than the backbuffer dimensions
Fixed OpenGL renderer not clearing default depthstencil before starting to render a technique
Fixed readme talking about OpenGL 4.0 requirement when actually OpenGL 4.3 is needed
Changed OpenGL depthstencil detection algorithm to take slightly missized candidates into account
Removed tripple buffering from D3D9
Removed unused DXGI hooks (D3DKMT... and all that stuff)
0.13.1:
Added D3D8 shader assembly dump to tracelog
Changed swapchain creation in "D3D10[11]CreateDeviceAndSwapChain" to use DXGI1.1 instead of DXGI1.0
Fixed swapchain not being hooked when "IDXGIFactory::CreateSwapChain" is called with the DXGI device and not the D3D10/11 one directly
Fixed D3D8 wrapper not accepting "vs_1_0" vertex shaders
Fixed D3D8 pixelshader assembler error when negation modifier is used on a constant (just removing it for now, could cause artifacts, but at least it works)
Fixed another D3D8 crash related to the "IDirect3DDevice8::GetDepthStencilSurface" problem
0.13.2:
Fixed invalid shader version reported from D3D8 "GetDeviceCaps"
Fixed D3D8 shader assembly fix for "m3x3" instruction affecting other instructions like "texm3x3" rendering the shader invalid
Fixed crash if "IDirect3DDevice8::GetTexture" wasn't supposed to return a texture
Fixed OpenGL renderer trying and failing to resize to width and height zero if game is minimized
Fixed possible crashes when games query and then use the D3D "...1", "...2" or "...Ex" interface variants via "QueryInterface"
Fixed OpenGL context creation always creating a "core" context for version 4.3, making much lower versions not work
Fixed D3D9 crashes after games calling "IDirect3DDevice9::GetDepthStencilSurface"