Because multiple DirectDraw interface versions may share the same
method implementations, CompatVtable may dispatch calls to an earlier
interface where that method implementation was already hooked.
Therefore a call to QueryInterface is needed even if the method
thinks the result will be the same interface type; a simple
AddRef may not have the same effect.
Releasing the last reference to a surface interface has a significant
performance impact. Mitigating the issue by eliminating some frequent
but unnecessary QueryInterface calls.
Fixes most of the performance drop reported in issue #24.
Windowed mode presentation is changed to use a series of blits clipped to
each top level window to work around performance issues when a clipper uses
a clip list instead of a window. Otherwise DirectDraw uses StretchBlt rather
than the driver Present call even if the clip list is a single rectangle
matching the window client area.
Fixes a performance issue reported in issue #24.
When the 3D projection matrix is not set (transformation is performed in
software), pixel (table) fog effects appear to be missing on some drivers.
The matrix itself normally isn't passed to the user mode SetTransform
driver function anyway due to the fixed-function shader converters being
enabled by default. Instead only UpdateWInfo is called with the W-range
calculated from the matrix.
For the initial identity matrix, UpdateWInfo receives the range (1.0, 1.0).
This seems to cause Intel (HD 4600) drivers to interpret pixel fog ranges as
Z-depth values, while with any other range specified eye-relative (W) depth
is used. The actual values otherwise don't seem to matter with respect to
how fog is rendered.
On AMD (RX 480), eye-relative depth is used irrespective of the W-range.
There is currently no information on how NVIDIA drivers behave, except that
with the default W-range no fog seems to be produced.
This fix replaces the W-range (1.0, 1.0) with (0.0, 1.0) which causes Intel
to also interpret fog range in eye-relative depth with the default identity
projection matrix.
Fixes missing fog on Intel HD (and hopefully NVIDIA) in Combat Mission
games reported in issue #20.
Changed primary surface caps to report video memory in case the surface
was only forced into system memory by DDrawCompat.
Fixes startup issues in C&C 95 and Red Alert, reported in issue #3.
Added proper installation of hooks when DirectDraw interfaces are instantiated
through the COM API (e.g. with CoCreateInstance).
Fixes a crash in Warhammer 40,000: Chaos Gate mentioned in issue #15.
When the primary surface chain is requested to be created in system memory,
flip should be emulated (copy from back buffer to front buffer) to be
consistent with legacy DirectDraw behavior.
Fixes flashing graphical artifacts in Carmageddon (Win95 version) menus
when exiting from a race, mentioned in issue #3.
Creating an instance of the IDirect3DDevice7 interface appears to cause
problems in some games that use only older versions of Direct3D.
IDirect3DDevice7 is now only hooked when an application creates an instance.
Fixes video playback artifacts in Populous: The Beginning.
Fixes a crash in Carmageddon (Win95 version) reported in issue #3.
Reverted an earlier optimization that tried to handle WM_ERASEBKGND and
WM_PAINT events in a single update cycle for reduced flickering.
It caused some child controls to not display properly.
Fixes an issue reported in #15.
When the SW_SMOOTHSCROLL flag is removed in ScrollWindowEx, it needs to be
replaced with SW_ERASE and SW_INVALIDATE to properly repaint the scrolled
portions of the window.
Fixes an issue reported in #16.
8/16 bit display mode emulation is now implemented internally instead of
relying on the builtin Windows shims, as those are sometimes unreliable
(not triggering for some games on some systems when they should).
External DirectDraw hooks (such as the DWM8And16BitMitigation shim)
are disabled to avoid interference.
Fixes issues reported in #8, #9, #15.
DirectDraw does not properly update the clip lists of IDirectDrawClipper
objects that are using window handles. (Probably it only tracks child window
changes and not other overlapping windows when composition is enabled).
Clip lists are now manually calculated and updated on window position
changes instead.
Fixes "invisible" GDI windows in O2Jam (issue #9).
When the display mode changes in full screen mode, DirectDraw resets
the main window to topmost after a short delay, generating a
WM_WINDOWPOSCHANGED message. This could cause an unnecessary repainting
of the window, erasing the background even if nothing needed to be updated.
Now only the regions that change during window repositioning are redrawn.
Fixes the black flashing in Rogue Spear's menus after display mode changes,
mentioned in issue #2.
AMD drivers reject system memory surfaces that are larger than the maximum
texture width/height supported by the driver (usually 4096x4096 for AMD).
This can cause issues in games that create larger system memory surfaces.
This workaround crops the driver resource dimensions to the allowed
maximum values and handles blitting outside this region by creating a
temporary resource that maps to the actual affected system memory region.
Fixes crashes with AMD drivers in Rainbow Six games and Desperados,
mentioned in issue #2 and #8.