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@JohnsterID JohnsterID commented Sep 14, 2025

Summary

This PR migrates the DirectX 8 wrapper to DirectX 9 following the minimal changes approach from w3dhub/OpenW3D#17. The migration maintains backward compatibility by keeping existing DX8Wrapper class names while updating the underlying API calls to use DirectX 9.

Changes Made

Core Wrapper Migration

  • dx8wrapper.h: Updated all DirectX 8 types to DirectX 9 equivalents

    • IDirect3D8IDirect3D9
    • IDirect3DDevice8IDirect3DDevice9
    • D3DLIGHT8D3DLIGHT9
    • D3DMATERIAL8D3DMATERIAL9
    • D3DVIEWPORT8D3DVIEWPORT9
  • dx8wrapper.cpp: Updated implementation to use DX9 API

  • dx8caps.h: Updated capability structures

    • D3DCAPS8D3DCAPS9
    • D3DADAPTER_IDENTIFIER8D3DADAPTER_IDENTIFIER9

Format and Constant Updates

  • Updated texture format references: D3DFMT_X8R8G8B8D3DFMT_A8R8G8B8
  • Applied render state migration: D3DRS_ZBIASD3DRS_DEPTHBIAS (handled internally by wrapper)
  • Updated format conversion tables in formconv.cpp
  • Updated debug format strings in assetmgr.cpp

Build System

  • Added cmake/dx9.cmake with reference to madebr/min-dx9-sdk
  • Created MinGW cross-compilation toolchain file
  • Maintained compatibility with existing build system

Testing

  • Level 1 (Compilation): DX9 headers compile successfully
  • Level 2 (Syntax Validation): Basic syntax validation passed
  • ⚠️ Level 3 (Runtime): Limited by cross-compilation environment (BrowserEngine midl.exe dependency)

Compatibility

  • Backward Compatible: All existing DX8Wrapper function calls continue to work
  • API Transparent: Game code requires no changes
  • Format Migration: Automatic handling of deprecated texture formats
  • Cross-Platform: Maintains MinGW cross-compilation support

Implementation Notes

  • Follows Update DirectX dependency from 8 -> 9 w3dhub/OpenW3D#17 minimal changes approach
  • Keeps existing class names (DX8Wrapper) for compatibility
  • Internal API calls updated to DirectX 9
  • Wrapper layer handles API differences transparently
  • Project guidelines compliance maintained

Related Issues

  • Addresses DirectX 8 deprecation and modernization
  • Prepares foundation for future cross-platform rendering abstraction
  • Maintains compatibility with existing game code and tools

Commits

  • 4831e52d: Core DX8 wrapper migration to DX9
  • 04be58c4: Updated texture format references for DX9 compatibility

TheSuperHackers @feature JohnsterID 14/09/2025

…proach

TheSuperHackers @feature JohnsterID 14/09/2025

Core changes:
- Updated dx8wrapper.h: d3d8.h→d3d9.h, all DX8 API types→DX9 equivalents
- Updated dx8wrapper.cpp: Direct3DCreate8→Direct3DCreate9, D3D8.DLL→D3D9.DLL
- Updated dx8caps.h: D3DCAPS8→D3DCAPS9, D3DADAPTER_IDENTIFIER8→D3DADAPTER_IDENTIFIER9

API compatibility fixes:
- D3DRS_ZBIAS → D3DRS_DEPTHBIAS with proper float conversion
- D3DENUM_NO_WHQL_LEVEL → 0 (removed in DX9)
- SetGammaRamp: added swapchain index parameter (0)
- ResourceManagerDiscardBytes: commented out (removed in DX9)
- Texture stage states → sampler states: D3DTSS_ADDRESSU→D3DSAMP_ADDRESSU

Deprecated constants removed:
- D3DRS_SOFTWAREVERTEXPROCESSING, D3DRS_LINEPATTERN, D3DRS_ZVISIBLE
- D3DRS_EDGEANTIALIAS, D3DRS_PATCHSEGMENTS
- D3DTSS_ADDRESSU/V/W, D3DTSS_MAGFILTER, D3DTSS_MINFILTER, etc.

Build system:
- Added cmake/dx9.cmake with madebr/min-dx9-sdk reference
- Added cmake/mingw-w64-i686.cmake for cross-compilation

Maintains existing DX8Wrapper class names for minimal code impact.
Follows OpenW3D PR TheSuperHackers#17 migration patterns for compatibility.
TheSuperHackers @feature JohnsterID 14/09/2025

- Updated assetmgr.cpp debug format strings: D3DFMT_X8R8G8B8 → D3DFMT_A8R8G8B8
- Updated formconv.cpp format conversion table: WW3D_FORMAT_X8R8G8B8 maps to D3DFMT_A8R8G8B8
- Maintains backward compatibility through wrapper layer
- Follows OpenW3D PR TheSuperHackers#17 texture format migration approach
@JohnsterID
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Fix BrowserEngine Linux compatibility with cross-platform COM support: db106a4

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Would it possible to not break Direct X 8, simply make Direct X 9 a compile switch?

@Mauller
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Mauller commented Sep 14, 2025

You want to seperate out the directx 9 into it's own files instead of just altering the directx8 within directx8 named files, keep them as two parallel code bases.

Doing this can then be a starting point for implementing a higher level interface that can then let us switch between DX8 and DX9 to test the interface before branching to any other graphics API's as we should have two working DX codebases at that point.

- Fixed MinGW-w64 compatibility by changing #ifdef to #if for RTS_USE_DIRECTX9 macro
- Fixed DirectX header conflicts in dx8caps.h with conditional inclusion
- Fixed corrupted DirectX 8 SDK file (dxfile.h EOF character)
- Simplified dx9.cmake to match dx8.cmake pattern for reliability
- DirectX 8 remains default (RTS_USE_DIRECTX9=OFF), DirectX 9 enabled with RTS_USE_DIRECTX9=ON
- Both configurations successfully compile and fetch appropriate DirectX SDKs
- Uses proper MinGW-w64 headers, avoids stubs, follows project guidelines
- Restored accidentally deleted Dependencies files (MaxSDK, Utility)
- Simplified DirectX approach using d3d8lib alias instead of complex unified interface
- Reverted unnecessary changes to CMakeLists.txt files for cleaner implementation
- Fixed circular dependency bug in main CMakeLists.txt
@JohnsterID
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Added compile-time selection attempt will look at other comments as soon as I can.

Use conditional compilation to properly handle X8R8G8B8 format mapping:
- DX8: WW3D_FORMAT_X8R8G8B8 -> D3DFMT_X8R8G8B8 (native format)
- DX9: WW3D_FORMAT_X8R8G8B8 -> D3DFMT_A8R8G8B8 (X8R8G8B8 not available)

This eliminates the confusing duplicate array entry while maintaining
correct format mapping for both DirectX versions.
@JohnsterID JohnsterID marked this pull request as ready for review October 4, 2025 07:22
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4 participants