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 and earlier.
DXVK:
D3DRS_DITHERENABLE, especially useful in early D3D, 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)
Paralel point lights, allegedly used by The Sims and Hidden & Dangerous, though no deficiencies can be spotted even without them being supported (emulated with max range / no attenuation point lights in 6905c88)
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 and earlier.
DXVK:
D3DRS_DITHERENABLE, especially useful in early D3D, 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-aliasingD7VK:
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)Windowed mode presentation(added in 6ecbca3)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)Begin() / Vertex() / Index() / End()D3D6/5 shenanigansParalel point lights, allegedly used by The Sims and Hidden & Dangerous, though no deficiencies can be spotted even without them being supported(emulated with max range / no attenuation point lights in 6905c88)