Progress: Difference between revisions

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{{progression|100|task=Restore support for fixed function flat shading on OpenGL 2.x/GLSL 1.10-1.20}}
{{progression|100|task=Restore support for fixed function flat shading on OpenGL 2.x/GLSL 1.10-1.20}}
{{progression|100|task=Support GLSL 3.x and 4.x}}
{{progression|100|task=Support GLSL 3.x and 4.x}}
{{progression|25|task=64-bit support}}
{{progression|50|task=64-bit support}}


* 0.6.0
* 0.6.0

Revision as of 01:33, 20 September 2020

DXGL is currently a work-in-progress and is currently considered alpha-quality software..

See DXGL Features for detailed information.

See Version history from the downloads section for release information and previous version downloads.

Also see DXGL Test Results for some detailed tests performed occasionally.

What works:

  • DirectDraw object creation and destruction (versions 1 to 7)
  • Display mode enumeration and switching (with emulated mode switching)
  • Fullscreen and windowed modes.
  • Basic Blt() functionality
  • 8-bit color emulated with GLSL shader

What partially works:

  • 3D graphics are only partially supported.

What doesn't work:

  • Many functions are stubbed out and return an error

Roadmap

These are goals to be set for future releases. This is completely subject to change at any time.

  • 0.5.19
Restore support for fixed function flat shading on OpenGL 2.x/GLSL 1.10-1.20: 100% complete
Support GLSL 3.x and 4.x: 100% complete
64-bit support: 50% complete
  • 0.6.0
Remove deprecated OpenGL APIs: 95% complete
Optimize D3D to GLSL storage: 0% complete
Migrate to VBO: 0% complete
  • 0.6.x (higher priority)
Fix reference counts: 90% complete
Validate DDraw parameters: 75% complete
Fix resource leaks: 25% complete
Remove trace build, control tracing via config option: 25% complete
Improve DDraw API: 15% complete
Improve color conversion on destination side: 0% complete
Hook ClipCursor function: 0% complete
  • 0.6.x (lower priority)
Add mipmap surfaces: 95% complete
Support D3D2 textures: 95% complete
Isolate API from backend threads: 95% complete
Add depth buffer fill: 90% complete
Implement D3D execute buffers: 75% complete
Rework D3DTLVERTEX rendering: 50% complete
Add software T&L for execute buffers: 50% complete
Group renderer commands into batches: 10% complete
Add client memory surfaces: 10% complete
Improve D3D backend: 1% complete
Support Blt() to/from different surface formats: 0% complete
Expand use of PBO transfers: 0% complete
Improve filtered color key Blt(): 0% complete
Postprocess scaling for change mode with fallback: 0% complete
Add framerate limiter: 0% complete
Improve fog support: 0% complete
Add multisampling: 0% complete
Precompile generated shaders used in previous sessions: 0% complete
Fix 16-bit 565 surfaces on ATI Radeon X300 series: 0% complete
Fix clippers on NVIDIA GeForce 6 series GPU: 0% complete
  • Future
Support multiple DirectDraw drivers per process: 75% complete
Support surface color depths: 75% complete
Support NULL HWND: 25% complete
Implement and improve API functions: 25% complete
Convert from C++ to C: 19% complete
Support GCC/MinGW compilation: 5% complete
Hook mouse APIs - GetCursorPos, SetCursorPos, ClipCursor, GetClipCursor, GetCursorInfo: 1% complete
Support Per-Monitor v2 DPI awareness in DXGL Config: 0% complete
Advanced VSync support: 0% complete
Hook GDI palette function: 0% complete
Support GL_ARB_texture_barrier for destination color keying: 0% complete
Workaround for Windows 10 Creators Edition "System (Enhanced)" scaling, if necessary: 0% complete
Create Doxygen documentation [MAYBE]: 5% complete
Support configuring old/legacy DXGL versions [MAYBE]: 0% complete
Add DXGL loader stub to fix programs that demand ddraw.dll from system32: 0% complete