Direct3D 11 via DDraw.dll

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Re: Direct3D 11 via DDraw.dll

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JeremyaFr
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Post by JeremyaFr » Fri May 01, 2020 7:17 pm

UPDATE

Hello,
I've uploaded v1.3.10 with:
  • new radar renderer
  • new bracket renderer

korekwerner
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Post by korekwerner » Sat May 02, 2020 9:59 pm

:shock:
@JeremyaFr is it possible to replace dots with a different shape. I think about it in terms of my cockpit and screen.
I still have a question, is it possible to reduce objects on the main targeting computer window?

Image

Thank you
Last edited by korekwerner on Sun May 03, 2020 12:06 pm, edited 1 time in total.

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Mark_Farlander
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Post by Mark_Farlander » Sat May 02, 2020 11:00 pm

I'm curious about a thing: which mods have you installed?
I see the Shields and Hull target info are under the display that shows the target, not at the left of it.
I mean, I thought the Dynamic cockpits didn't change this logic.
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blue_max
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Post by blue_max » Sat May 02, 2020 11:56 pm

Mark_Farlander wrote:
Sat May 02, 2020 11:00 pm
I see the Shields and Hull target info are under the display that shows the target, not at the left of it.
I mean, I thought the Dynamic cockpits didn't change this logic.
He's probably playing a bit with the UVs in the texture that hosts the DC elements. Think about it this way: the destination texture can be broken up in pieces and Korek probably split the CMD in five pieces, separating the target from the text around it.

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Post by korekwerner » Sun May 03, 2020 12:14 pm

blue_max wrote:
Sat May 02, 2020 11:56 pm
Mark_Farlander wrote:
Sat May 02, 2020 11:00 pm
I see the Shields and Hull target info are under the display that shows the target, not at the left of it.
I mean, I thought the Dynamic cockpits didn't change this logic.
He's probably playing a bit with the UVs in the texture that hosts the DC elements. Think about it this way: the destination texture can be broken up in pieces and Korek probably split the CMD in five pieces, separating the target from the text around it.
I made 16 different spaces with the information on the HUD.in one of the test versions I placed text in the window of the communicator with the droid.
Image


With new JeremyaFr ddraw I miss crosshairs which I did.
To be honest, the new target mark is extremely clear.

Thank you JeremyaFr.

Regards
KW

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JeremyaFr
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Post by JeremyaFr » Fri May 08, 2020 6:24 pm

UPDATE

Hello,
I've uploaded DDraw dll v1.3.10.1.

I've fix a bug in the char to wchar conversion code.

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Ace Antilles
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Post by Ace Antilles » Wed May 13, 2020 3:02 am

JeremyaFr wrote:
Fri May 08, 2020 6:24 pm
UPDATE
Hello,
I've uploaded DDraw dll v1.3.10.1.

I've fix a bug in the char to wchar conversion code.
Hi, a suggestion. Include just the 2 Hook_D3d files with the DDraw download file.
If people update to xwa_ddraw_d3d11.1.3.10.1 without updating the hooks as well then the game is bugged.
It's due to the old Hook_D3d.cfg being set to IsHookD3DEnabled = 0 and not 1.

I know you have fixed this in the updated Hooks but not everyone is going to update them always. There are often mentions to update the DDraw files though.
Had this issue myself as I updated DDraw before the hooks as I'm doing controlled tests.

Obviously people should update Hooks from time to time but we can't control everything lol
With the new DDraw and not the new hook though the game is unplayable.
Just a suggestion to help prevent future crashes for users :)
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Post by ERiSi » Fri Jul 10, 2020 10:40 am

Think I may have run into this issue too. Tried to replace the D3D files and crashed the game. That said I did only just install everything so wouldn't it be the latest hooks or do I need to reinstall hooks after replacing d3d? Also I guess this doesn't work with current version of DSUCP (or whatever it's called) unless everyone replaces the latest hooks too.

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Post by JeremyaFr » Tue Aug 18, 2020 12:51 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.11.

Changes are:
  • Set default ProcessAffinityCore to 0
  • Add 2DRendererEnabled settings
  • Improve RenderText
  • Improve RenderRadar
  • Improve RenderBracket
With the music hook, it is no longer needed to set the process affinity mask to a single core.

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Post by JeremyaFr » Sat Mar 06, 2021 5:46 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.12.

I've fixed a crash when the game ends.

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Post by JeremyaFr » Sat Dec 25, 2021 8:04 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.20.

A new feature is XwaD3dRendererHook.
With this hook, the 3d data from the game are sent to the DDraw code without being transformed and the transformation is done via shaders.

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keiranhalcyon7
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Post by keiranhalcyon7 » Sat Dec 25, 2021 9:09 pm

:shock:

This means that frustum culling can now be done entirely on the GPU, right? With the performance gains & feature possibilities that entails?

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Forceflow
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Post by Forceflow » Sat Dec 25, 2021 9:21 pm

keiranhalcyon7 wrote:
Sat Dec 25, 2021 9:09 pm
:shock:

This means that frustum culling can now be done entirely on the GPU, right? With the performance gains & feature possibilities that entails?
Yes, though be aware that currently there are a lot of things that are still missing in terms of the effects from @blue_max. But hopefully he will be able to merge his effects with @JeremyaFr's new DDraw. If that works as we hope it will, there is a LOT of additional headroom for performance gains all of a sudden!
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blue_max
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Post by blue_max » Sun Dec 26, 2021 6:02 am

Yes, frustrum culling can now be done in the GPU, and yes, we're going to merge these changes by Jeremy into the Effects branch. However, I'm currently busy with Holiday stuff, so it'll be a while before I can start working on this ;)

I suspect we're going to gain a significant boost in performance, though!

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Post by JeremyaFr » Mon Apr 04, 2022 4:27 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.23.

I've fixed a bug in the Tech Library where there was wrong geometry.

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Post by JeremyaFr » Tue Jun 07, 2022 7:43 am

UPDATE

Hello,
I've uploaded DDraw v1.3.25.

I've fixed a crash at game exit.

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Post by JeremyaFr » Thu Jul 14, 2022 1:34 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.26.

I've merged a pull request from @m0rgg to add D3D annotations.
GPU performance events can be used to instrument your game by labeling regions and marking important occurrences. A performance event represents a logical, hierarchical grouping of work, consisting of a begin/end marker pair.
In Direct3D 11.1 and above, the ID3DUserDefinedAnnotation interface is the recommended way to define those events.
See https://github.com/JeremyAnsel/xwa_ddraw_d3d11/pull/7

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Post by JeremyaFr » Mon Aug 08, 2022 6:22 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.27.

Now the DDraw dll is linked to the dynamic c++ runtime library.

To download the latest vc redist runtime:
https://docs.microsoft.com/en-us/cpp/wi ... -vc-redist

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Post by JeremyaFr » Sat Oct 15, 2022 1:38 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.28.

I've improved how the depth values are computed in shaders.
This helps to reduce graphic artifacts related to the depth buffer.

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Post by JeremyaFr » Sun Oct 16, 2022 8:22 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.29.

I've improved how the depth values are computed in shaders.

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Post by JeremyaFr » Mon Jan 09, 2023 4:52 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.30.

I've fixed a bug with the depth value in the Tech Library.

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Post by JeremyaFr » Sun Apr 02, 2023 1:44 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.31.

I've added support for the hd concourse feature.

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Post by JeremyaFr » Fri May 19, 2023 6:46 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.33.

Changes are
- fix the cursor in the in-flight config menu
- fix the cursor in the film room message box

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Post by JeremyaFr » Sat Jun 24, 2023 7:56 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.35.

Changes are
- improve screenshots: now they are save in jpg format in a Screenshots directory
- fix refresh rate

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Post by JeremyaFr » Fri Jul 14, 2023 3:37 pm

UPDATE

Hello,
I've uploaded DDraw v1.3.36.

Changes are
- fix in-flight escape menu background
- add support for BC7 texture format

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