Merge documentation/status/directdraw into the ddraw code.

This commit is contained in:
Dimitrie O. Paun 2003-09-27 02:22:56 +00:00 committed by Alexandre Julliard
parent b99ab2dd18
commit 976483e2a9
2 changed files with 24 additions and 68 deletions

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@ -17,9 +17,30 @@
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
*
* NOTES
*
* WINE currently implements a very basic set of the DirectDraw functionality
* in graphics/ddraw.c. This implementation uses either the XFree86-DGA extension
* to get very fast access to the graphics card framebuffer and doublebuffering
* features or Xlib, which is slower.
* The implementation using XFree86-DGA is as fast as the MS equivalent for the
* stuff that is implemented.
*
* Several applications already work, see below.
* Problems of the implementation using XFree86-DGA:
*
* - XFree86 cannot switch depth on the fly.
* This is a problem with X and unavoidable.
* Current solution is to pop up a MessageBox with an error for
* mismatched parameters and advice the user to restart the X server
* with the specified depth.
* - The rest of the functionality that has to be implemented will have
* to be done in software and will be very slow.
* - This requires WINE to be run as root user so XF86DGA can mmap the
* framebuffer into the addressspace of the process.
* - Blocks all other X windowed applications.
*
* This file contains all the interface functions that are shared between
* all interfaces. Or better, it is a "common stub" library for the
* IDirectDraw* objects

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@ -1,65 +0,0 @@
This file contains information on the current implementation of the DirectDraw
API. Information specific to Direct3D is in the direct3D file.
The DirectDraw API is being used in a lot of current computergames. Its API
layer is represented by the functions in the Win32 DLL ddraw.dll and the
IDirectDraw* interfaces (that can be created using the API functions).
WINE currently implements a very basic set of the DirectDraw functionality
in graphics/ddraw.c. This implementation uses either the XFree86-DGA extension
to get very fast access to the graphics card framebuffer and doublebuffering
features or Xlib, which is slower.
The implementation using XFree86-DGA is as fast as the MS equivalent for the
stuff that is implemented.
Several applications already work, see below.
Problems of the implementation using XFree86-DGA:
- XFree86 cannot switch depth on the fly.
This is a problem with X and unavoidable.
Current solution is to pop up a MessageBox with an error for
mismatched parameters and advice the user to restart the X server
with the specified depth.
- The rest of the functionality that has to be implemented will have
to be done in software and will be very slow.
- This requires WINE to be run as root user so XF86DGA can mmap the
framebuffer into the addressspace of the process.
- Blocks all other X windowed applications.
Status:
- Diablo [640x480x8]:
No longer works. Unclear why. [WINE-990131, Marcus Meissner]
- WingCommander 4 / Win95 Patch [640x480x8]:
The intromovie plays, in 8 bit mode (to reconfigure wc4, run wine
"wc4w.exe -I"). The 16bit mode looks broken on Mystique, but I think
this is due to the unusual colorweight (565 rgb) of the Mystique in 16bit
mode. [Specifying it in DDPIXELFORMAT didn't help.]
Keyboard input does not work. This seems to be a problem with the
cooperative window and USER input handling in general.
-> Unable to test Gameplay.
The display is slower as before. Reason is unknown, but I suspect the
communication between winserver,dsoundmixerthread,mainthread takes
up too much time.
[WINE-990131, Marcus Meissner]
- Monkey Island 3 [640x480x8]:
WINE-CVS-981116:
Works, using DGA and Xlib. (Mousecontrol is a bit off in windowed mode.)
- DiscWorld 2 [640x480x8]:
Plays through nearly all intro movies. Sound and animation skip a lot of
stuff (possible DirectSound asynchronization problem).
- Tomb Raider 2 Demo (using 8 bit renderer) [640x480x8]:
I have played nearly all of the DEMO level using Keyboard Controls.
Sound is a bit weird. Keyboard/Mouse handling too due to incomplete
DirectInput.
- WingCommander Prophecy Demo (using software renderer) [640x480x16]:
Plays trailer, hangs in selection screen (no keyboard input, DirectInput
problem).