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(→Roadmap: Issues with the D3D backend will have to force a delay in the implementation of the new renderer.) |
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{{progression|95|task=Isolate API from backend threads}} | {{progression|95|task=Isolate API from backend threads}} | ||
{{progression|90|task=Downgrade compiler to VS2010 but keep compatibility with VS2013}} | {{progression|90|task=Downgrade compiler to VS2010 but keep compatibility with VS2013}} | ||
{{progression|0|task=Improve D3D backend}} | |||
* 0.5.12 | |||
{{progression|15|task=Improve DDraw API}} | {{progression|15|task=Improve DDraw API}} | ||
{{progression|10|task=Group renderer commands into batches}} | {{progression|10|task=Group renderer commands into batches}} |
Revision as of 03:01, 4 February 2017
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.
- 0.5.11
Fix installation on systems without MSVC runtime installed: 100% complete | |
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Isolate API from backend threads: 95% complete | ||
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Downgrade compiler to VS2010 but keep compatibility with VS2013: 90% complete | ||
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Improve D3D backend: 0% complete | |
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- 0.5.12
Improve DDraw API: 15% complete | ||
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Group renderer commands into batches: 10% 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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Create new/better DXGLCFG application: 15% 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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Support configuring old/legacy DXGL versions: 0% complete | |
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- 0.5.x or 0.6.0
Support optional INI files for configuration: 0% complete | |
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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 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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