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Missing D7VK features tracker #49

@WinterSnowfall

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@WinterSnowfall

This is not an issue per se, rather a tracker for all the major remaining missing features, both in D7VK and upstream DXVK. The focus is exclusively on what applications/games are known to use in D3D7.

DXVK:

  • D3DRS_DITHERENABLE, especially useful in D3D7, where 16-bit textures are common
  • D3DRENDERSTATE_ANTIALIAS/D3DRS_MULTISAMPLEANTIALIAS, which is the main AA toggle in D3D7 really (added in 708f297)
  • D3DRS_ANTIALIASEDLINEENABLE, edge anti-aliasing
  • D3DFMT_P8 texture format support

D7VK:

  • Strided primitive draws (including ProcessVerticesStrided) (done as of e0dd81b, thanks to @CkNoSFeRaTU)
  • D3DRENDERSTATE_COLORKEYENABLE / D3DRENDERSTATE_COLORKEYBLENDENABLE , or color key transparency (added in a8fe966, thanks to @CkNoSFeRaTU)
  • Cube map texture uploads to D3D9 (working properly as of c34470d)
  • D3DFMT_R3G3B2 format support
  • Windowed mode presentation (added in 6ecbca3)
  • Direct DDraw surface handling (would be nice to have, but very involved)
  • A way to handle depth reads/writes to/from D3D9 (a few games rely on those) (added in 78caa9c)
  • Handling of Begin() / Vertex() / Index() / End() D3D6/5 shenanigans (added in 1bf617a for non-indexed draws, only on D3D5, since there appears to be no known D3D6 use)

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    not a bugMore of a reminder or a noteupstreamSomething in the upstream D3D9 backend is shoddy

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