In case somebody is interested
http://dege.freeweb.hu/
A bit from the readme
http://dege.freeweb.hu/
A bit from the readme
I wanted to get experience in Direct3D11 and its Shader Model 4/5.
I was thinking about what to code and felt that small primitive example
applications would not be enough. I wanted some other bigger project
because there is no other way to truly learn something.
Since I like reverse engineering, emulation and cool API implementations I
began to ponder on whether Glide and its pipeline could be implemented
perfectly and easily using the new shader model(s) and apparate. I got to
the answer "yes" so decided to quickly rewrite dgVoodoo from the ground.
It is a good project to start with.
(*So, it is not an update, it does not have anything to do with the old 1.x
versions. Completely brand new code architecture, new approach of implementation,
etc. The setup looks like its predecessor but that's all. I was even thinking
on not to name it dgVoodoo.)
(No, I do not want to get back into the Glide-businness. It is just a
learning project and I share the result to the public like other things
currently.)
2. Features
-----------
ShaderModel 4.1 with its structured buffers, integer types and operations
makes it possible to emulate Glide perfectly. Ok, it needs a thousand of
horsepowers so a strong hardware is required to use it with good framerates.
In fact, this version runs the complete (chip) emulation on the GPU with
minimal CPU interaction.
There are no "supported" and "unsupported" applications. If something shows
graphical glitches or defects then that must be because of a programming
bug and not a limitation of the underlying implementation.
But of course, there are tested and untested applications, hehe.
3. Requirements
---------------
- Operating system: Windows Vista/7/8 with DirectX11 installed.
- Hardware: GPU supporting DirectX feature level 10.1.