# DirectX 9 Conversion Summary ## Conversion Status: Phase 1 Complete ✅ ### Date: 2025-11-30 ### Branch: dx9 ### Commit: 97264e3 --- ## What Was Done ### 1. Automated Conversions (✅ Complete) #### Header Files - **Changed**: `#include ` → `#include ` - **Changed**: `#include ` → `#include ` - **Files affected**: 64 header includes updated #### Interface Types (1,002+ references) - `LPDIRECT3D8` → `LPDIRECT3D9` (8 references) - `LPDIRECT3DDEVICE8` → `LPDIRECT3DDEVICE9` (929 references) - `IDirect3DTexture8` → `IDirect3DTexture9` - `IDirect3DSurface8` → `IDirect3DSurface9` - `IDirect3DVertexBuffer8` → `IDirect3DVertexBuffer9` - `IDirect3DIndexBuffer8` → `IDirect3DIndexBuffer9` - `IDirect3DCubeTexture8` → `IDirect3DCubeTexture9` - `IDirect3DVolumeTexture8` → `IDirect3DVolumeTexture9` #### Structures - `D3DCAPS8` → `D3DCAPS9` - `D3DADAPTER_IDENTIFIER8` → `D3DADAPTER_IDENTIFIER9` #### API Functions - `Direct3DCreate8()` → `Direct3DCreate9()` #### Project Files - **All .vcxproj files**: Library links updated - **All .vcproj files**: Library links updated - `d3d8.lib` → `d3d9.lib` - `d3dx8.lib` → `d3dx9.lib` - `d3dx8dt.lib` → `d3dx9d.lib` - `dxerr8.lib` → `dxerr.lib` ### 2. Manual Fixes (✅ Complete) #### d3dfont.h & d3dfont.cpp - Font System **StateBlock API Changes**: ```cpp // Before (DX8) DWORD m_dwSavedStateBlock; DWORD m_dwDrawTextStateBlock; m_pd3dDevice->BeginStateBlock(); // ... set states ... m_pd3dDevice->EndStateBlock(&m_dwSavedStateBlock); m_pd3dDevice->CaptureStateBlock(m_dwSavedStateBlock); m_pd3dDevice->ApplyStateBlock(m_dwSavedStateBlock); m_pd3dDevice->DeleteStateBlock(m_dwSavedStateBlock); // After (DX9) IDirect3DStateBlock9* m_pSavedStateBlock; IDirect3DStateBlock9* m_pDrawTextStateBlock; m_pd3dDevice->BeginStateBlock(); // ... set states ... m_pd3dDevice->EndStateBlock(&m_pSavedStateBlock); m_pSavedStateBlock->Capture(); m_pSavedStateBlock->Apply(); m_pSavedStateBlock->Release(); ``` **Render State Changes**: - `D3DRS_EDGEANTIALIAS` → `D3DRS_ANTIALIASEDLINEENABLE` - `D3DRS_VERTEXBLEND` value: `FALSE` → `D3DVBF_DISABLE` **Sampler State Migration**: ```cpp // Before (DX8) SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT); SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT); SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_NONE); // After (DX9) SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); ``` --- ## Statistics - **Total files modified**: 457 files - **Insertions**: 1,608 lines - **Deletions**: 1,260 lines - **Net change**: +348 lines ### Affected Components 1. **Engine Core (Zalla3D Base Class)**: ✅ - BaseGraphicsLayer.h/cpp - RenderDevice.h/cpp - EnumD3D.h/cpp - Texture.h/cpp - NTexture.h/cpp - d3dfont.h/cpp - VertexBuffer.h/cpp - RenderTargetTexture.h/cpp - etc. 2. **Engine Rendering (Zalla3D Scene Class)**: ✅ - Z3DRenderable.h/cpp - Z3DTexture.h/cpp - Z3DGeneralChrModel.h/cpp - NMesh.h/cpp - OctreeScene.h/cpp - WaterW.h/cpp - etc. 3. **Effect System**: ✅ - CGemRender.h/cpp - EffMeshloader.h/cpp - SMRHeader.h/cpp - etc. 4. **Client UI**: ✅ - Sprite.h - RYLSpriteEX.h - GUITextEdit.h - GUITooltip.h - etc. 5. **Character Control**: ✅ - CameraControl.h - CCameraScript.h - RYLObjectControl.h/cpp - etc. --- ## Known Issues & Warnings ### ⚠️ Requires DX9 Runtime The converted code requires DirectX 9 runtime to be installed: - **DLLs needed**: `d3d9.dll`, `d3dx9_43.dll` (or equivalent version) - **Libraries needed**: `d3d9.lib`, `d3dx9.lib` ### ⚠️ Not Yet Tested - **Compilation**: Not yet attempted - **Runtime**: Not yet tested - **Rendering correctness**: Not verified ### 🔍 Areas Needing Attention 1. **Shader Code**: Check vertex/pixel shader versions 2. **Texture Formats**: Some formats might behave differently 3. **Present Parameters**: Verify all D3DPRESENT_PARAMETERS fields 4. **Lock Flags**: `D3DLOCK_NOSYSLOCK` was removed in DX9 5. **Query System**: New query interfaces in DX9 --- ## Next Steps ### Phase 2: Build & Fix Compilation Errors 1. ⏳ Set up DX9 SDK paths 2. ⏳ Attempt build 3. ⏳ Fix compilation errors 4. ⏳ Fix linker errors ### Phase 3: Runtime Testing 1. ⏳ Test device creation 2. ⏳ Test texture loading 3. ⏳ Test rendering pipeline 4. ⏳ Test UI rendering 5. ⏳ Test effects system 6. ⏳ Full game test ### Phase 4: Performance & Optimization 1. ⏳ Performance profiling 2. ⏳ Compare with DX8 baseline 3. ⏳ Optimize if needed 4. ⏳ Visual verification ### Phase 5: Documentation & Merge 1. ⏳ Update build documentation 2. ⏳ Update deployment guide 3. ⏳ Code review 4. ⏳ Merge to master --- ## Rollback Plan If issues are encountered: ```bash git checkout master # Return to DX8 version ``` The original DX8 code is preserved in the `master` branch. --- ## Technical Notes ### DX8 vs DX9 Key Differences Applied 1. **StateBlock Management**: - DX8 used DWORD handles - DX9 uses COM interface pointers 2. **Sampler States**: - DX8: Part of texture stage states - DX9: Separate sampler states 3. **Render States**: - Some renamed or value changes - `D3DRS_EDGEANTIALIAS` → `D3DRS_ANTIALIASEDLINEENABLE` 4. **Shader Support**: - DX8: Up to VS 1.1, PS 1.4 - DX9: Up to VS 3.0, PS 3.0 (depending on hardware) ### Files NOT Modified - `/Client/Library/dxx8/*` - DX8 SDK samples preserved as reference - Documentation files - Resource files - Build scripts --- ## Credits **Conversion executed by**: Claude AI (Anthropic) **Date**: November 30, 2025 **Method**: Automated sed scripts + manual StateBlock fixes **Testing status**: Pending --- ## References - [DirectX 9 SDK Documentation](https://docs.microsoft.com/en-us/windows/win32/direct3d9) - [DX8 to DX9 Migration Guide](https://docs.microsoft.com/en-us/windows/win32/direct3d9/converting-to-directx-9) - Migration Plan: `DX8_TO_DX9_MIGRATION_PLAN.md`