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not a bugMore of a reminder or a noteMore of a reminder or a noteupstreamSomething in the upstream D3D9 backend is shoddySomething in the upstream D3D9 backend is shoddy
Description
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(added in 708f297)D3DRENDERSTATE_ANTIALIAS/D3DRS_MULTISAMPLEANTIALIAS, which is the main AA toggle in D3D7 reallyD3DRS_ANTIALIASEDLINEENABLE, edge anti-aliasing- D3DFMT_P8 texture format support
D7VK:
Strided primitive draws (including(done as of e0dd81b, thanks to @CkNoSFeRaTU)ProcessVerticesStrided)(added in a8fe966, thanks to @CkNoSFeRaTU)D3DRENDERSTATE_COLORKEYENABLE/D3DRENDERSTATE_COLORKEYBLENDENABLE, or color key transparencyCube 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(added in 1bf617a for non-indexed draws, only on D3D5, since there appears to be no known D3D6 use)Begin() / Vertex() / Index() / End()D3D6/5 shenanigans
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not a bugMore of a reminder or a noteMore of a reminder or a noteupstreamSomething in the upstream D3D9 backend is shoddySomething in the upstream D3D9 backend is shoddy