- D3D8/9 fixes
- Implementing D3D9 API extensions for alpha-to-coverage and supersampling (nvidia/ATI)
- Supersampling needs at least FL10.1
- A bug in software buffer usage is fixed for software vertex processing (Everquest 1999)
- D3D fixes
- Removing support for colorkey blending with GF virtual cards (Interact Play)
- Fixing a D3D alpha transparency bug (Interact Play)
- Glide fixes:
- Fixing minor bugs in handling Glide LFB access (without PCI emulation) (XA demo)
- Fixing background threaded D3D12 Glide LFB access with PCI emulation (XA demo)
- Image presentation changes
- DX frame presentation optimization for performance
- Other general optimization of presentation shaders
- Emulated cursor appeared at wrong place with integer scaling, fixed
- Fixes for AMD
- A workaround-fix for clearing integer format RTV's through AMD D3D11 drivers (ClearRenderTargetView) (issue introduced with v2.74)
- Adapting the DX shader code generator to handle AMD's DXBC parser limitation (no-sat on indexed temporary) (crash with TruForm, HD7850)
- Backend fixes
- A DX Draw bug fixed in the D3D12 backend
- Fixing a D3D11 sampler cache and sampler update bug (BF 1942, scene demo 604)
- Fixing a D3D12 sampler table update bug
- Fixing a bug in the DX code generator (crash with adaptive TruForm, HD7850)
- Changes for generating a bit more optimized code in FF vs code generator
- Fixing a DDraw blitter bug (Des Blood 4)
- Now all dynamic resolutions can have an integer scaling parameter, it can be useful for achieving manual supersampled rendering
- Improving GDI hooking (MCI video player) (Age Of Empires 2)
- Some new Debug Layer messages