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Add D3D11 and DXGI graphics hooks and a fullscreen fix for Initial D Zero.
Description
IDZ only supports D3D11 and Ongeki/Unity uses D3D11 by default so the existing D3D9 graphics hook would not apply to them. I also wanted to play Initial D Zero in full fullscreen or in borderless windowed.
Related Issue
The Initial D Zero fullscreen issue was documented and workaround binary patches were made and I like to run the game executables as close to stock as possible so I wanted to fix this at the API level.
How Has This Been Tested?
I tested Initial D Zero running in both windowed toggled via segatools.ini and seeing if it would run and stay maximized. I also tested to make sure Ongeki would startup and not crash in DXGI or D3D11 initialization (now I see why some people say that older Unity does not use D3D11 properly, they use both DXGI 1.0 and 1.1!).
Checklist
Tested with the following games:
Initial D Zero 1.31
Initial D Zero 2.11
Initial D Zero 2.30
Ongeki 1.20
Followed the developer (style) guidelines
Updated existing doc of or add new doc to README file(s)
In GitLab by @felix on Oct 25, 2021, 22:19
Merges gfx -> master
New Feature
Summary
Add D3D11 and DXGI graphics hooks and a fullscreen fix for Initial D Zero.
Description
IDZ only supports D3D11 and Ongeki/Unity uses D3D11 by default so the existing D3D9 graphics hook would not apply to them. I also wanted to play Initial D Zero in full fullscreen or in borderless windowed.
Related Issue
The Initial D Zero fullscreen issue was documented and workaround binary patches were made and I like to run the game executables as close to stock as possible so I wanted to fix this at the API level.
How Has This Been Tested?
I tested Initial D Zero running in both windowed toggled via
segatools.iniand seeing if it would run and stay maximized. I also tested to make sure Ongeki would startup and not crash in DXGI or D3D11 initialization (now I see why some people say that older Unity does not use D3D11 properly, they use both DXGI 1.0 and 1.1!).Checklist