The last living DirectDraw was from DirectX 7, afterwards DirectDraw was deprecated.
That roughly was the last time the DDraw was supported as an independent component in the DirectX SDK.
In fact, it's being emulated (rendered) since Windows Vista through Direct3D.
Which is kind of ironic, because ddraw.dll was crucial for the working of Direct3D.
(It's visible due to the lack of bilinear filtering on Vista also. That's the work of Direct3D.)
The only exception is when software rendering is forced:
If you put, say, XP's ddraw.dll in the game's/application's folder,
software-rendering is doing things.
Not sure which output it uses, though. Maxbe GDI/GDI+, not sure.
That way, you can perform a quick'n'dirty fix to get your classic running with filtering.
It also fixes slowdowns in Virtual PC 200x on Vista/7.
Since Windows Vista, there's nolonger an direct/exclusive access to the video memory (frame buffer).
So DirectDraw can't use an overlay anymore.
WDDM or/and the Composition Manager have total control over the GPU.
Okay, with older XPM graphics drivers, some things may work, not sure. 🤷♂️
Edit: I'm speaking under correction, but Windows 8.x and 1x have multiple versions of DirectX installed.
- classic DirectX 9, which gets updated still (curr9at 9.29?).
- the native DirectX, which has DirectX 9 compatible libraries
- ...?
Edit: Oh and didn't get Windows 8 some sort of new software rasterizer? WARP or something? 🤔
I'm sorry, I'm not up to date anymore.
Edit: Then there's DXGL.. https://dxgl.org/
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