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DXGL DirectX-to-OpenGL Wrapper source code

Home Page: https://dxgl.org

License: GNU Lesser General Public License v2.1

HTML 0.07% CSS 2.35% NSIS 0.71% C 60.25% C++ 36.15% Makefile 0.03% Batchfile 0.05% Shell 0.08% Meson 0.15% CMake 0.16%
directdraw dxgl opengl

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dxgl's Issues

Compatibility with gta_sa.exe needed

The game crashes when I start to run it. Since gta_sa.exe is executed by the '32 bit' architecture, I've used the x86 version of DXGL (ddraw.dll and dxgl.ini). I'd be glad if you can fix it.

Wine (7.0.1) + Syberia + scale

Apologies if this belongs elsewhere.

I've been able to get DXGL installed and running, however I'm stuck with scaling. I only have one DX7 game on hand to test (Syberia).

I had to disable (and, once finished, re-enable) the ddraw override in wine to run dxglcfg.exe (as per this comment), and added Syberia's game.exe (using defaults to begin with). This placed ddraw in GOG Games/Syberia where I have installed the game as expected.

The correct ddraw is being used (confirmed by WINEDEBUG=+loaddll output).

At first I tried fullscreen modes but Syberia always ran 800x600 regardless of DXGL. This also included emulating a "virtual desktop" under Wine with different resolutions versus not emulating. Aside from not being able to change resolution (note there is no in-game option to do so) the game renders fine - except for an unrelated loss-of-focus issue (see GOG Play Syberia 1 on Linux with wine for workarounds)

To run Syberia in windowed mode - I have to create player.ini with the following (0 is for windowed mode)

800 600 32 0 BaseCMO.cmo

The first two numbers are (known to be) ignored by the game - it will always select 800x600. Furthermore, no DXGL settings made any difference to the size. I tried many, but none made a difference. As an example (of many that did nothing):

[system]
NoWriteRegistry=true
[scaling]
; force 2x scale?
AdjustPrimaryResolution=4
WindowScaleX=2
WindowScaleY=2
[debug]
DebugTraceLevel=3

Upon exit I get an error, but otherwise the game renders fine. My problem is that it is a small 800x600 window.

Attached dxgl.log and the backtrace from the error upon exit (backtrace.txt)

Happy to troubleshoot further if needed.

DXGL doesn't prevent screensaver (or screen saver)

OS: Windows 7 SP1
DXGL: 0.5.20
Target software: Nester NES emulator (https://web.archive.org/web/20040717084236/http://nester.dranalli.com/)

I haven't tested with other software as I'm using DXGL explicitly because is the only one that gave me the best results with this OLD directdraw application, and to be precise, the only that prevents this old software to have swap colors (256 colors app) on fullscreen.

I know that that emulator is old, but, isn't DXGL's purpose to run old DD software, after all? ;)

Anyway, it doesn't matter if I use an "exclusive fullscreen" mode, or any other, but after the 5 minutes I have it setup, the screensaver is triggered and not prevented.

I haven't seen any other option that could help.

In my very special case, I don't use the keyboard or mouse with this emulator and the gamepad wrapper (RockFire gameport>USB converter), also, can't be setup to avoid screensaver triggering.

But I guess that is not a concern, as video players, as Media Player Classic, don't have any kind of input and they prevent themselves the trigger of the screensaver, so I guess, and this is my point, maybe it can be done as well on DXGL.

I hope this could be fixed through DXGL, if not, thanks for reading, at least :-)

Feature to use PostMessage for mouse

In the game I run SendMessage in glRenderWindow::WndProc for mouse messages doesn't work for some reason. I changed it into PostMessage and it worked. It would be nice to have setting in config or perhaps replace it.

DXGL fails to work in Wine 8.0 in a 32-bit WINEPREFIX.

I'm using Wine 8.0 on Void Linux currently on kernel release 6.1.12.

I have no idea how to even debug this, all my 32-bit multilib is setup properly and the regular built in Wine DDRAW functions correctly but when I try to use DXGL this happens all the time now:

libGL error: MESA-LOADER: failed to open iris: libLLVM-12.so: failed to map segment from shared object (search paths /usr/lib32/dri, suffix _dri)
libGL error: failed to load driver: iris
libGL error: MESA-LOADER: failed to open iris: libLLVM-12.so: failed to map segment from shared object (search paths /usr/lib32/dri, suffix _dri)
libGL error: failed to load driver: iris
libGL error: MESA-LOADER: failed to open swrast: libLLVM-12.so: failed to map segment from shared object (search paths /usr/lib32/dri, suffix _dri)
libGL error: failed to load driver: swrast
0024:err:wgl:X11DRV_WineGL_InitOpenglInfo  couldn't initialize OpenGL, expect problems
0024:err:d3d:wined3d_caps_gl_ctx_create Failed to find a suitable pixel format.
0024:err:module:LdrInitializeThunk "ddraw.dll" failed to initialize, aborting
0024:err:module:LdrInitializeThunk Initializing dlls for L"C:\\Program Files\\DXGL\\dxglcfg.exe" failed, status c0000005

Everything was working fine when I had my packages held at Wine 7.0, and nothing I can search for "failed to map segment from shared object" gives me any clues on how to debug this or why this is even happening or why the default built-in DDRAW works but not DXGL.

Mortal Kombat trilogy support

Hello.

I tried to use DXGL as wrapper for the game Mortal kombat trilogy (windows version), but when you try to put the game in fullscreen an error appears and you have to close the game.

I want to make it work too because i want to be able to use reshade to apply graphic filters like 2xsai o xbrz to filter the sprites.

Vsync tearing in X11

Running Might and Magic VI (without GrayFace's patch) through Wine in X11 session. Enabling vsync limits the framerate, but presentation still heavily tears, roughly around the same place. Enabling compositing eliminates tearing, but that's two vsync mechanisms fighting each other, which leads to stutter and increased latency. Using WineD3D is not an option for me, as it ignores vblank_mode env. var. and doesn't have the ability to scale output. Not sure what other games or demos I could run to check if it's a general issue.

GPU is integrated Intel HD Graphics 630 (Kaby Lake). The monitor is running at 75 Hz, but the problem persists in 60 Hz mode too.

Configuration file:

[display]
ScalingMode=2
FullscreenWindowMode=0
VSync=2
UseSetDisplayConfig=true

[scaling]
ScalingFilter=1

And performance graph, if it's anyhow useful:
Screenshot_20221015_153505

Contradiction regarding the Wine's OpenGL version

Hey, thanks for writing this great project! I tried using 0.5.20 with Rainbow Six Rogue Spear on latest Wine without success. Basically 2D graphics are rendered (but with issues) and the 3D scene is just a black screen. Then I saw the min. required OpenGL version is 2.0 however this breaks Wine support because Wine's OpenGL version is 1.X. Is Wine intended to be supported on a more than a if-it-runs-it-runs basis?

Regards

Will this ever support DirectX 9, 10, etc..?

Hello!

First of all, I love that this project exists (hopefully it can "compete" against DXVK soon) and the efforts you're putting into it. Now, my main question is: will this project ever support DirectX 9+? And if yes, is there an ETA for that or not?

The reason for that is that my GPU doesn't support Vulkan and I'm on Linux, so I can't play pretty much any game that doesn't natively support OpenGL. And this project only supporting DirectX 7 it seems like, there's not much games that can be played apart from the older ones.

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