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.
Fix DXGL Config compatibility with Stardock WindowBlinds: 100% complete
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Support VS2017 compiler, SSE2/Vista+ build: 100% complete
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Replace checkboxes in Hacks tab list with combo boxes and edit controls: 100% complete
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Improve 512x448 to 640x480 scaling for Zelda Classic compatibility, add new thresholds: 100% complete
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Support automatically setting Wine DLL overrides during setup: 100% complete
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Add to "Additional display modes" an option for common standard display modes: 100% complete
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Fix first frame not being drawn when postprocess scaling is enabled.: 100% complete
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Fix raster operations that use the destination surface (broken in r783): 100% complete
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Add "Restore defaults" button to DXGL Config: 100% complete
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Fix uninstaller: 50% complete
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Add documentation for DXGL Test graphics tests, online and offline: 0% complete
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Support palette fading without updating primary: 0% complete
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Fix resource leaks: 25% complete
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Improve filtered color key Blt(): 0% complete
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Postprocess scaling for change mode with fallback: 0% complete
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Add mipmap surfaces: 95% complete
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Support D3D2 textures: 95% complete
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Isolate API from backend threads: 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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Improve DDraw API: 15% 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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Improve D3D backend: 1% 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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Add DXGL loader stub to fix programs that demand ddraw.dll from system32: 0% complete
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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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Compatibility with and support for Windows 10 Sets [ON HOLD]: 50% 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: 19% complete
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Support GCC/MinGW compilation: 5% complete
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Hook mouse APIs - GetCursorPos, SetCursorPos, ClipCursor, GetClipCursor, GetCursorInfo: 1% complete
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Support Per-Monitor v2 DPI awareness in DXGL Config: 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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Advanced VSync support: 0% complete
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Hook GDI palette function: 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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Create Doxygen documentation [MAYBE]: 5% complete
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Support configuring old/legacy DXGL versions [MAYBE]: 0% complete
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