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
Create new/better DXGLCFG application: 100% complete
Merge DXGL Config and DXGL Test: 100% complete
Basic VSync support: 100% complete
Support custom primary scaling: 100% complete
Fix destination color key, broken since 0.5.11 on some configurations: 100% complete
Separate screen filter and Blt() filter: 100% complete
Remember window position and size in forced-window mode: 100% complete
Remember maximized state of resizable window: 100% complete
Increased customization for extra display modes, add UHD modes: 100% complete
Allow selecting specific color depths to add: 100% complete
Display mode hack - Remove 23/29/47/59/71/119Hz modes: 100% complete
Refresh mode list in DXGL Test when settings are updated: 100% complete
Scaling hack - Lands of Lore Guardians of Destiny: 100% complete
Support Windows 10 1607 DPI awareness: 50% complete
Fix installer for merging of DXGL Config and DXGL Test: 25% complete
Scaling hack - Zelda Classic: 0% complete
  • 0.5.x
Add mipmap surfaces: 95% complete
Support D3D2 textures: 95% complete
Isolate API from backend threads: 95% complete
Add depth buffer fill: 90% complete
Fix reference counts: 90% complete
Implement D3D execute buffers: 75% complete
Rework D3DTLVERTEX rendering: 50% complete
Add software T&L for execute buffers: 50% complete
Fix resource leaks: 25% complete
Improve DDraw API: 15% complete
Group renderer commands into batches: 10% complete
Add client memory surfaces: 10% complete
Improve D3D backend: 1% complete
Postprocess scaling for change mode with fallback: 0% complete
Fix first frame not being drawn when postprocess scaling is enabled.: 0% complete
Improve filtered color key Blt(): 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
Fix 8-bit color with Mesa software renderer and Geforce 6 series: 0% complete
  • 0.6.x
Add DXGL loader stub to fix programs that demand ddraw.dll from system32: 0% complete
  • Future
Support multiple DirectDraw drivers per process: 75% complete
Validate DDraw parameters: 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
Create Doxygen documentation: 5% complete
Add mingw build support: 0% complete
Support PBO texture transfer: 0% complete
Add optimized texture color conversion: 0% complete
Support palette fading without updating primary: 0% complete
Advanced VSync support: 0% complete
Hook mouse APIs - GetCursorPos, SetCursorPos, ClipCursor, GetClipCursor, GetCursorInfo: 0% complete
Hook GDI palette function: 0% complete
Workaround for Windows 10 Creators Edition "System (Enhanced)" scaling, if necessary: 0% complete
Support scaling of windowed modes: 0% complete
Support configuring old/legacy DXGL versions [MAYBE]: 0% complete
Compatibility with and support for Windows 10 RS5 Sets if supported on all Win32 apps [MAYBE]: 0% complete