Progress
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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.
- 0.5.13
Support DirectDraw1 Z buffers: 100% complete | |
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Isolate API from backend threads: 95% complete | ||
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Create new/better DXGLCFG application: 90% complete | ||
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Improve DDraw API: 15% complete | ||
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Merge DXGL Config and DXGL Test: 5% complete | ||
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Improve D3D backend: 1% complete | ||
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Postprocess scaling for change mode with fallback: 0% complete | |
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Fix first frame not being drawn when postprocess scaling is enabled.: 0% complete | |
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Support custom primary scaling: 0% complete | |
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Increased customization for extra display modes, add UHD modes: 0% complete | |
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Allow selecting specific color depths to add: 0% complete | |
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Remember window position and size in forced-window mode: 0% complete | |
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Separate screen filter and Blt() filter: 0% complete | |
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Improve filtered color key Blt(): 0% complete | |
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Scaling hack - Lands of Lore Guardians of Destiny: 0% complete | |
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Scaling hack - Zelda Classic: 0% complete | |
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- 0.5.x
Add mipmap surfaces: 95% complete | ||
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Support D3D2 textures: 95% complete | ||
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Add depth buffer fill: 90% complete | ||
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Fix reference counts: 90% complete | ||
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Implement D3D execute buffers: 75% complete | ||
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Rework D3DTLVERTEX rendering: 50% complete | ||
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Add software T&L for execute buffers: 50% complete | ||
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Fix resource leaks: 25% complete | ||
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Group renderer commands into batches: 10% complete | ||
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Add client memory surfaces: 10% complete | ||
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Add framerate limiter: 0% complete | |
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Improve fog support: 0% complete | |
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Add multisampling: 0% complete | |
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Precompile generated shaders used in previous sessions: 0% complete | |
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Fix 16-bit 565 surfaces on ATI Radeon X300 series: 0% complete | |
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Fix clippers on NVIDIA GeForce 6 series GPU: 0% complete | |
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Fix 8-bit color with Mesa software renderer and Geforce 6 series: 0% complete | |
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- 0.6.x
Add DXGL loader stub to fix programs that demand ddraw.dll from system32: 0% complete | |
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- Future
Support multiple DirectDraw drivers per process: 75% complete | ||
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Validate DDraw parameters: 75% complete | ||
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Support surface color depths: 75% complete | ||
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Support NULL HWND: 25% complete | ||
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Implement and improve API functions: 25% complete | ||
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Convert from C++ to C: 20% complete | ||
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Support GCC/MinGW compilation: 5% complete | ||
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Create Doxygen documentation: 5% complete | ||
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Add mingw build support: 0% complete | |
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Support PBO texture transfer: 0% complete | |
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Add optimized texture color conversion: 0% complete | |
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Support palette fading without updating primary: 0% complete | |
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Advanced VSync support: 0% complete | |
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Hook mouse APIs - GetCursorPos, SetCursorPos, ClipCursor, GetClipCursor, GetCursorInfo: 0% complete | |
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Hook GDI palette function: 0% complete | |
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Support Windows 10 1607 DPI awareness: 0% complete | |
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Workaround for Windows 10 Creators Edition "System (Enhanced)" scaling, if necessary: 0% complete | |
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Support scaling of windowed modes: 0% complete | |
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Support configuring old/legacy DXGL versions [MAYBE]: 0% complete | |
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