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Client/DX9_CONVERSION_SUMMARY.md

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# 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 <d3d8.h>``#include <d3d9.h>`
- **Changed**: `#include <d3dx8.h>``#include <d3dx9.h>`
- **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`