diff --git a/Gameleap/mw4/D3D8.dll b/Gameleap/mw4/D3D8.dll new file mode 100644 index 00000000..c4b00b6d --- /dev/null +++ b/Gameleap/mw4/D3D8.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2fe0314195d0caf2c72c5496352c4235858b0f104a3a2b0d88832f15f76faf57 +size 418304 diff --git a/Gameleap/mw4/D3D9.dll b/Gameleap/mw4/D3D9.dll new file mode 100644 index 00000000..6a1ba878 --- /dev/null +++ b/Gameleap/mw4/D3D9.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c13e3c0969d2c70a1a63cf96b83c7cd3bc47f925f28ec92c07d5b72d6df4c240 +size 485888 diff --git a/Gameleap/mw4/D3DImm.dll b/Gameleap/mw4/D3DImm.dll new file mode 100644 index 00000000..26aed359 --- /dev/null +++ b/Gameleap/mw4/D3DImm.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8339438c623662415851062723a4e5141717ff7aa54ab41eb0774c7431db68ad +size 210944 diff --git a/Gameleap/mw4/dgVoodoo.conf b/Gameleap/mw4/dgVoodoo.conf new file mode 100644 index 00000000..5a06e471 --- /dev/null +++ b/Gameleap/mw4/dgVoodoo.conf @@ -0,0 +1,363 @@ +;========================================================================== +; === Text based config file for dgVoodoo2 +; === Use this file if you are a game modder/hacker or an experted user and +; want to modify some advanced properties not available via the CPL. +;========================================================================== + +Version = 0x287 + +;-------------------------------------------------------------------------- + +[General] + +; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0", +; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable" +; Adapters: "all", or the ordinal of the adapter (1, ...) +;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...) +; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", "stretched_ar_crt", +; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64" +; +;InheritColorProfileInFullScreenMode: +; Enabled by default and can only be disabled only when a D3D11 output API +; is explicitly selected. Disabled case is intended for avoiding extra +; rendering resources on old hardware for better performance, if required. + +; DisableScreenSaver: If true then screen saver and monitor sleep mode are disabled while rendering through dgVoodoo is active + +OutputAPI = bestavailable +Adapters = all +FullScreenOutput = default +FullScreenMode = false +ScalingMode = unspecified +ProgressiveScanlineOrder = false +EnumerateRefreshRates = false + +Brightness = 100 +Color = 100 +Contrast = 100 +InheritColorProfileInFullScreenMode = true + +KeepWindowAspectRatio = true +CaptureMouse = true +CenterAppWindow = false +DisableScreenSaver = false + +;-------------------------------------------------------------------------- + +[GeneralExt] + +; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations. +; Useful for rare applications that pre-set the desktop to other than the native +; resolution before dgVoodoo gets in action. Only the compact format can be used here, +; and applies to all outputs of the desktop. +; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo +; (8, 16, 32) +; DeframerSize: When resolution is forced to other than the app default then +; a black frame is drawn around the output image coming from a wrapped API +; to remove scaling artifacts - +; frame thickness can be defined in pixels (max 16, 0 = disable) +; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API +; Always done by nearest point filtering, independent on scaling mode +; (0 = max available) +; Separate factors can be defined for horizontal and vertical scaling +; by subproperties, e.g. +; ImageScaleFactor = x:3, y:2 +; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16) +; (0 = automatic, 1 = no scale, 2 = double scale, ...) +; DisplayROI: Display region of interest +; If scaling is done by the dgVoodoo then you can define a subrect of the +; output image, coming from a wrapped API, to be displayed. The defined subrect +; is mapped to the display output according to the current scaling mode +; It can be useful for applications rendering a widescreen subimage into a 4:3 +; resolution; in this case you can scale up that subimage to (nearly) fill the +; whole screen on a widescreen monitor. +; DisplayROI empty value means the whole image. +; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d) +; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d) +; Examples: DisplayROI = 16_9, pos:centered +; DisplayROI = (320|200), pos:(10|10) +; Resampling: When scaling is done by the dgVoodoo for the given scaling mode, +; you can choose which filter is to be used for resampling the output image +; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3" +; PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be +; overridden here. Flip models are better suited for modern OS features like auto HDR, +; while plain legacy models provide the best presentation performance under ideal conditions +; Not all model + output API + OS version combinations are supported. +; "auto", "discard", "seq", "flip_discard", "flip_seq" +; ColorSpace: Color space of the swap chain: +; "appdriven" - an application can choose argb2101010 through D3D9, but it means +; the legacy argb8888_srgb in any other case +; "argb8888_srgb" - Legacy 32 bit output for SDR displays +; "argb2101010_sdr" - 32 bit extended precision for SDR displays +; "argb2101010_sdr_wcg" - Wide Color Gamut format for SDR displays (available from Windows 11 22H2) +; "argb16161616_hdr" - Float16 HDR output (available from Windows 10 1709) +;WatermarkDisplayDuration: Display duration in secs for the watermark(s) if they are enabled (per swapchain) +; 0 or undefined means infinite time +; FreeMouse: If true then physical mouse is free to move inside the game window +; when using emulated scaling and/or application and forced resolution +; differs; can be useful when a game relies on the physical window size +; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas): +; "borderless" - forces the app window not have any border +; "alwaysontop" - forces the app window into the top-most band +; "fullscreensize" - forces the app window to be full screen size with image scaling inside +; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas): +; "fake" - forces fake fullscreen mode with a screen-size window +; FPSLimit: An integer or rational (fractional) value, 0 = unlimited +; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native) +; or can be set to 'DosBox' or 'QEmu'. +; SystemHookFlags: You can define which part of the system should be hooked (x86-DX only): +; "gdi" - for showing graphical contents rendered through GDI +; (like movie playback through the ancient Windows Multimedia AVI player library) +; "cursor" - for suppressing double-cursor symptoms when the cursor is emulated + +DesktopResolution = +DesktopBitDepth = +DeframerSize = 1 +ImageScaleFactor = 1 +CursorScaleFactor = 0 +DisplayROI = +Resampling = bilinear +PresentationModel = auto +ColorSpace = appdriven +WatermarkDisplayDuration = 0 +FreeMouse = false +WindowedAttributes = +FullscreenAttributes = +FPSLimit = 0 +Environment = +SystemHookFlags = + +;-------------------------------------------------------------------------- + +[Glide] + +; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater" +; OnboardRAM: in MBs +; MemorySizeOfTMU: in kBs +; TMUFiltering: "appdriven", "pointsampled", "bilinear" +; +; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx", +; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx" +; or subproperties: h: horizontal, v: vertical +; + optional subproperty refrate: refresh rate in Hz +; e.g. Resolution = max, refrate:60 +; Resolution = 2x, refrate:59 +; Resolution = h:1280, v:1024, refrate:75 +; Resolution = max_2x +; or just use the compact form like "1024x768@60" or "512x384" +; +;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one) + +VideoCard = voodoo_2 +OnboardRAM = 8 +MemorySizeOfTMU = 4096 +NumberOfTMUs = 2 +TMUFiltering = appdriven +DisableMipmapping = false +Resolution = unforced +Antialiasing = appdriven + +EnableGlideGammaRamp = true +ForceVerticalSync = true +ForceEmulatingTruePCIAccess = false +16BitDepthBuffer = false +3DfxWatermark = true +3DfxSplashScreen = false +PointcastPalette = false +EnableInactiveAppState = false + + +;-------------------------------------------------------------------------- + +[GlideExt] + +; DitheringEffect: "pure32bit", "dither2x2", "dither4x4" +; Dithering: "disabled", "appdriven", "forcealways" +; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size +; 1 = normal, 2 = double size, etc. +; 0 = automatic (the aim is to have some retro feel&look) + +DitheringEffect = pure32bit +Dithering = forcealways +DitherOrderedMatrixSizeScale = 0 + +;-------------------------------------------------------------------------- + +[DirectX] + +; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500", +; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt" +; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB) +; Filtering: "appdriven", "pointsampled", "bilinear", "pointmip", "linearmip", "trilinear" +; or the integer value of an anisotropic filtering level (1-16) +; Mipmapping: "appdriven", "disabled", "autogen_point", "autogen_bilinear" +; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures +; Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling +; DisableD3DTnLDevice: if disabled then D3D TnL device is not enumerated and hardware Transform&Light vertex processing +; is not available + +DisableAndPassThru = false + +VideoCard = internal3D +VRAM = 256 +Filtering = appdriven +Mipmapping = appdriven +KeepFilterIfPointSampled = false +Resolution = unforced +Antialiasing = appdriven + +AppControlledScreenMode = true +DisableAltEnterToToggleScreenMode = true + +Bilinear2DOperations = false +PhongShadingWhenPossible = false +ForceVerticalSync = false +dgVoodooWatermark = true +FastVideoMemoryAccess = false +DisableD3DTnLDevice = false + +;-------------------------------------------------------------------------- + +[DirectXExt] + +; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined +; You can define what type of driver version and vendor id's the wrapper should report to +; the application; Some games rely on that information so it can be useful for them +; Can be defined only for SVGA and Internal3D card types; the others have their own wired +; information + +; VendorID, DeviceID, SubsystemID, RevisionID: +; Can be defined only for SVGA and Internal3D card types +; You can overwrite these properties even if a non-default AdapterIDType is defined; +; say, you defined an nvidia id type but would like to refine the vendor id + +; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default +; "all", "classics", "none" + +; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get +; enumerated to the application as display adapter supported ones - +; can be useful if an app supports rendering at arbitrary resolutions +; and you have a particular favorite resolution that are not +; enumerated to the application by default +; you can either use the compact resolution format here, or +; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or +; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate" +; meaning the maximum resolution with the given aspect ratio calculated from +; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9" + +; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration +; any subset of {"8", "16", "32"}, or "all" + +; DitheringEffect: "high_quality", "ordered2x2", "ordered4x4" +; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways" +; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size +; 1 = normal, 2 = double size, etc. +; 0 = automatic +; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended) +; "appdriven", "forcemin24bit", "force32bit" +; Default3DRenderFormat: default format of 3D rendering +; "auto", "argb8888", "argb2101010", "argb16161616" +; auto corresponds to the selected color space +; argb2101010 has the benefit that it is still 32 bit but it can corrupt the rendering +; because of the lowered alpha bits, not recommended + +; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only) +; Can be defined only for SVGA and Internal3D card types +; Valid values are 256 (default), 512 or 1024 +; D3D12BoundsChecking: If enabled then the D3D12 backend does bound checking on vs const register file accesses (D3D8/9 only) +; It should always be enabled to be fully compatible with the D3D8/9 specs but unfortunately that can cause +; performance loss while the vast majority of games do not need it; try to enable it if you experience a +; GPU crash with a D3D8/9 game + +; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9) +; 0 = app driven +; 1 = disable +; 2 to 8 = a forced tesselation level +; Altough tesselation works with all vertex shader versions, you can force level higher than 1 +; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons +; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway) + +; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered +; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest +; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit +; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device +; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead- +; or very special applications where you want to enable only individual displays on your monitor wall. + +; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed +; (some applications check for them and they fail) + +; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is +; applied also to rendertarget textures +; Set it to false for games requiring pixel-precise rendering +; but be careful it can EASILY break certain things, not recommended + +; SmoothedDepthSampling: if true then extra smoothing is added to depth textures +; when they are sampled + +; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized +; the DirectX device; can be useful for games that don't expect rendering window changes +; during initialization and crash + +; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them +; If false then each change is instantly presented (debug-like mode) + +; SuppressAMDBlacklist: Some AMD GPU models are blacklisted to workaround the solid-color-textures driver issue +; You can suppress it to check out if the problem is fixed in your current driver + +AdapterIDType = +VendorID = +DeviceID = +SubsystemID = +RevisionID = + +DefaultEnumeratedResolutions = all +ExtraEnumeratedResolutions = +EnumeratedResolutionBitdepths = all + +DitheringEffect = high_quality +Dithering = forcealways +DitherOrderedMatrixSizeScale = 0 +DepthBuffersBitDepth = appdriven +Default3DRenderFormat = auto + +MaxVSConstRegisters = 256 +D3D12BoundsChecking = false + +NPatchTesselationLevel = 0 + +DisplayOutputEnableMask = 0xffffffff + +MSD3DDeviceNames = false +RTTexturesForceScaleAndMSAA = true +SmoothedDepthSampling = true +DeferredScreenModeSwitch = false +PrimarySurfaceBatchedUpdate = false +SuppressAMDBlacklist = false + +;-------------------------------------------------------------------------- + +[Debug] + +; This section affects only debug/spec release builds +; +; Info, Warning, Error +; "Disable" - disables all messages and debugger break +; "Enable" - enables messages and disables debugger break +; "EnableBreak" - enables both messages and breaking into debugger +; +; MaxTraceLevel: Maximum level of tracing API calls +; 0 - Disable +; 1 - API Functions and methods +; 2 - Additional trace info for internals +; +; LogToFile: if false or debugger is detected then output goes to the debug output +; if true and no debugger detected then output goes to 'dgVoodoo.log' +; (not implemented yet, always the default debug output is used) + +Info = enable +Warning = enable +Error = enable +MaxTraceLevel = 0 + +;LogToFile = false \ No newline at end of file diff --git a/Gameleap/mw4/dgVoodooCpl.exe b/Gameleap/mw4/dgVoodooCpl.exe new file mode 100644 index 00000000..19a5792d --- /dev/null +++ b/Gameleap/mw4/dgVoodooCpl.exe @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ebecc6dc72f9a43146ec5954564a47ac68f9da51fa692cfc64fce553dd1e9a6d +size 449536