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feat(mingw): Enable D3DX8 elimination by default and add shader infrastructure (TheSuperHackers#2176)
Complete D3DX8 elimination for Zero Hour targets and enable the feature for both Generals and Zero Hour. This turns on the D3DX-free build by default, eliminating the d3dx8.dll dependency. Changes: - Add D3DXWrapper.h forced include to generalszh, worldbuilder_zh - Enable MINGW_NO_D3DX option by default (header conflicts resolved) - Add shader stub infrastructure (scripts/shaders/water_shader2.psh, water_shader3.psh) - Expand D3DXCompat.h with shader function stubs Build status: - generalsv.exe: 12M, NO d3dx8.dll dependency - generalszh.exe: 13M, NO d3dx8.dll dependency D3DX8 elimination complete for MinGW builds. D3DXAssembleShader implementation completed in next commit.
1 parent 6dc44b6 commit bdc7a84

6 files changed

Lines changed: 268 additions & 29 deletions

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Core/Libraries/Include/Lib/D3DXCompat.h

Lines changed: 240 additions & 26 deletions
Original file line numberDiff line numberDiff line change
@@ -29,8 +29,80 @@
2929

3030
#ifdef NO_D3DX
3131

32+
// Prevent min-dx8-sdk headers from defining D3DX functions/types
33+
// by pre-defining their include guards (Option A: Include Guard Coordination)
34+
// This allows our compatibility layer to be the sole provider of D3DX functionality
35+
#ifndef __D3DX8_H__
36+
#define __D3DX8_H__
37+
#endif
38+
39+
#ifndef __D3DX8CORE_H__
40+
#define __D3DX8CORE_H__
41+
#endif
42+
43+
#ifndef __D3DX8EFFECT_H__
44+
#define __D3DX8EFFECT_H__
45+
#endif
46+
47+
#ifndef __D3DX8MATH_H__
48+
#define __D3DX8MATH_H__
49+
#endif
50+
51+
#ifndef __D3DX8MATH_INL__
52+
#define __D3DX8MATH_INL__
53+
#endif
54+
55+
#ifndef __D3DX8MESH_H__
56+
#define __D3DX8MESH_H__
57+
#endif
58+
59+
#ifndef __D3DX8SHAPES_H__
60+
#define __D3DX8SHAPES_H__
61+
#endif
62+
63+
#ifndef __D3DX8TEX_H__
64+
#define __D3DX8TEX_H__
65+
#endif
66+
3267
// Include D3D8 types
3368
#include <d3d8.h>
69+
#include <limits.h>
70+
#include <float.h>
71+
72+
//-----------------------------------------------------------------------------
73+
// D3DX Constants
74+
//-----------------------------------------------------------------------------
75+
76+
// Default values for D3DX functions
77+
#ifndef D3DX_DEFAULT
78+
#define D3DX_DEFAULT ULONG_MAX
79+
#define D3DX_DEFAULT_FLOAT FLT_MAX
80+
#endif
81+
82+
// D3DX math constants
83+
#ifndef D3DX_PI
84+
#define D3DX_PI ((FLOAT) 3.141592654f)
85+
#define D3DX_1BYPI ((FLOAT) 0.318309886f)
86+
#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
87+
#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
88+
#endif
89+
90+
// D3DX_FILTER flags for texture operations
91+
#ifndef D3DX_FILTER_NONE
92+
#define D3DX_FILTER_NONE (1 << 0)
93+
#define D3DX_FILTER_POINT (2 << 0)
94+
#define D3DX_FILTER_LINEAR (3 << 0)
95+
#define D3DX_FILTER_TRIANGLE (4 << 0)
96+
#define D3DX_FILTER_BOX (5 << 0)
97+
98+
#define D3DX_FILTER_MIRROR_U (1 << 16)
99+
#define D3DX_FILTER_MIRROR_V (2 << 16)
100+
#define D3DX_FILTER_MIRROR_W (4 << 16)
101+
#define D3DX_FILTER_MIRROR (7 << 16)
102+
#define D3DX_FILTER_DITHER (8 << 16)
103+
#endif
104+
105+
//-----------------------------------------------------------------------------
34106

35107
// Only include WWMath if we're in a context that has it
36108
// (External libraries like gamespy don't need these)
@@ -71,6 +143,10 @@ struct D3DXVECTOR3
71143
D3DXVECTOR3(const Vector3& v) : x(v.X), y(v.Y), z(v.Z) {}
72144

73145
operator Vector3() const { return Vector3(x, y, z); }
146+
147+
// Array access operator for compatibility
148+
float& operator[](int i) { return (&x)[i]; }
149+
const float& operator[](int i) const { return (&x)[i]; }
74150
};
75151

76152
struct D3DXVECTOR4
@@ -82,11 +158,33 @@ struct D3DXVECTOR4
82158
D3DXVECTOR4(const Vector4& v) : x(v.X), y(v.Y), z(v.Z), w(v.W) {}
83159

84160
operator Vector4() const { return Vector4(x, y, z, w); }
161+
162+
// Conversion to pointer for passing to D3D functions
163+
operator const float*() const { return &x; }
164+
operator float*() { return &x; }
165+
166+
// Array access operator for compatibility
167+
float& operator[](int i) { return (&x)[i]; }
168+
const float& operator[](int i) const { return (&x)[i]; }
85169
};
86170

87171
struct D3DXMATRIX : public D3DMATRIX
88172
{
89173
D3DXMATRIX() {}
174+
175+
// Constructor from 16 float values (row-major order)
176+
D3DXMATRIX(float m00, float m01, float m02, float m03,
177+
float m10, float m11, float m12, float m13,
178+
float m20, float m21, float m22, float m23,
179+
float m30, float m31, float m32, float m33)
180+
{
181+
// D3DMATRIX uses _11, _12, ... _44 notation
182+
_11 = m00; _12 = m01; _13 = m02; _14 = m03;
183+
_21 = m10; _22 = m11; _23 = m12; _24 = m13;
184+
_31 = m20; _32 = m21; _33 = m22; _34 = m23;
185+
_41 = m30; _42 = m31; _43 = m32; _44 = m33;
186+
}
187+
90188
D3DXMATRIX(const Matrix4x4& m)
91189
{
92190
// Matrix4x4 stores row-major, D3DMATRIX is also row-major
@@ -107,6 +205,16 @@ struct D3DXMATRIX : public D3DMATRIX
107205
}
108206
return result;
109207
}
208+
209+
// operator*= for matrix multiplication
210+
D3DXMATRIX& operator*=(const D3DXMATRIX& other)
211+
{
212+
Matrix4x4 lhs = *(const Matrix4x4*)this;
213+
Matrix4x4 rhs = *(const Matrix4x4*)&other;
214+
Matrix4x4 result = lhs * rhs;
215+
*(Matrix4x4*)this = result;
216+
return *this;
217+
}
110218
};
111219

112220
#else
@@ -262,61 +370,97 @@ inline D3DXMATRIX* D3DXMatrixInverse(
262370

263371
/**
264372
* D3DXGetErrorStringA - Get error string for D3D error code
265-
* Simple implementation with common D3D8 error codes
373+
* Original API: HRESULT D3DXGetErrorStringA(HRESULT hr, char* pBuffer, UINT BufferLen)
374+
* Compatibility implementation that writes error string to buffer
266375
*/
267-
inline const char* D3DXGetErrorStringA(HRESULT hr)
376+
inline HRESULT D3DXGetErrorStringA(HRESULT hr, char* pBuffer, UINT BufferLen)
268377
{
378+
if (!pBuffer || BufferLen == 0)
379+
return E_INVALIDARG;
380+
381+
const char* errorStr = nullptr;
382+
269383
switch (hr)
270384
{
271385
case D3D_OK:
272-
return "No error";
386+
errorStr = "No error";
387+
break;
273388
case D3DERR_WRONGTEXTUREFORMAT:
274-
return "Wrong texture format";
389+
errorStr = "Wrong texture format";
390+
break;
275391
case D3DERR_UNSUPPORTEDCOLOROPERATION:
276-
return "Unsupported color operation";
392+
errorStr = "Unsupported color operation";
393+
break;
277394
case D3DERR_UNSUPPORTEDCOLORARG:
278-
return "Unsupported color argument";
395+
errorStr = "Unsupported color argument";
396+
break;
279397
case D3DERR_UNSUPPORTEDALPHAOPERATION:
280-
return "Unsupported alpha operation";
398+
errorStr = "Unsupported alpha operation";
399+
break;
281400
case D3DERR_UNSUPPORTEDALPHAARG:
282-
return "Unsupported alpha argument";
401+
errorStr = "Unsupported alpha argument";
402+
break;
283403
case D3DERR_TOOMANYOPERATIONS:
284-
return "Too many operations";
404+
errorStr = "Too many operations";
405+
break;
285406
case D3DERR_CONFLICTINGTEXTUREFILTER:
286-
return "Conflicting texture filter";
407+
errorStr = "Conflicting texture filter";
408+
break;
287409
case D3DERR_UNSUPPORTEDFACTORVALUE:
288-
return "Unsupported factor value";
410+
errorStr = "Unsupported factor value";
411+
break;
289412
case D3DERR_CONFLICTINGRENDERSTATE:
290-
return "Conflicting render state";
413+
errorStr = "Conflicting render state";
414+
break;
291415
case D3DERR_UNSUPPORTEDTEXTUREFILTER:
292-
return "Unsupported texture filter";
416+
errorStr = "Unsupported texture filter";
417+
break;
293418
case D3DERR_CONFLICTINGTEXTUREPALETTE:
294-
return "Conflicting texture palette";
419+
errorStr = "Conflicting texture palette";
420+
break;
295421
case D3DERR_DRIVERINTERNALERROR:
296-
return "Driver internal error";
422+
errorStr = "Driver internal error";
423+
break;
297424
case D3DERR_NOTFOUND:
298-
return "Not found";
425+
errorStr = "Not found";
426+
break;
299427
case D3DERR_MOREDATA:
300-
return "More data";
428+
errorStr = "More data";
429+
break;
301430
case D3DERR_DEVICELOST:
302-
return "Device lost";
431+
errorStr = "Device lost";
432+
break;
303433
case D3DERR_DEVICENOTRESET:
304-
return "Device not reset";
434+
errorStr = "Device not reset";
435+
break;
305436
case D3DERR_NOTAVAILABLE:
306-
return "Not available";
437+
errorStr = "Not available";
438+
break;
307439
case D3DERR_OUTOFVIDEOMEMORY:
308-
return "Out of video memory";
440+
errorStr = "Out of video memory";
441+
break;
309442
case D3DERR_INVALIDDEVICE:
310-
return "Invalid device";
443+
errorStr = "Invalid device";
444+
break;
311445
case D3DERR_INVALIDCALL:
312-
return "Invalid call";
446+
errorStr = "Invalid call";
447+
break;
313448
case D3DERR_DRIVERINVALIDCALL:
314-
return "Driver invalid call";
449+
errorStr = "Driver invalid call";
450+
break;
315451
case E_OUTOFMEMORY:
316-
return "Out of memory";
452+
errorStr = "Out of memory";
453+
break;
317454
default:
318-
return "Unknown error";
455+
errorStr = "Unknown error";
456+
break;
319457
}
458+
459+
// Copy error string to buffer (ensure null termination)
460+
strncpy(pBuffer, errorStr, BufferLen - 1);
461+
pBuffer[BufferLen - 1] = '\0';
462+
463+
return D3D_OK;
320464
}
321465

322466
/**
@@ -413,8 +557,78 @@ inline D3DXMATRIX* D3DXMatrixRotationZ(D3DXMATRIX* pOut, float angle)
413557
return pOut;
414558
}
415559

560+
/**
561+
* D3DXMatrixScaling - Create scaling matrix
562+
* Maps to: Manual matrix construction (simple scaling)
563+
*/
564+
inline D3DXMATRIX* D3DXMatrixScaling(D3DXMATRIX* pOut, float sx, float sy, float sz)
565+
{
566+
if (!pOut) return pOut;
567+
568+
Matrix4x4 result(true); // Identity
569+
result[0][0] = sx;
570+
result[1][1] = sy;
571+
result[2][2] = sz;
572+
573+
*(Matrix4x4*)pOut = result;
574+
return pOut;
575+
}
576+
577+
/**
578+
* D3DXMatrixTranslation - Create translation matrix
579+
* Maps to: Manual matrix construction (simple translation)
580+
*/
581+
inline D3DXMATRIX* D3DXMatrixTranslation(D3DXMATRIX* pOut, float x, float y, float z)
582+
{
583+
if (!pOut) return pOut;
584+
585+
Matrix4x4 result(true); // Identity
586+
result[0][3] = x;
587+
result[1][3] = y;
588+
result[2][3] = z;
589+
590+
*(Matrix4x4*)pOut = result;
591+
return pOut;
592+
}
593+
416594
#endif // WWMATH_AVAILABLE
417595

596+
//-----------------------------------------------------------------------------
597+
// Shader Functions
598+
//-----------------------------------------------------------------------------
599+
600+
#ifdef __cplusplus
601+
602+
// ID3DXBuffer interface stub
603+
struct ID3DXBuffer
604+
{
605+
virtual HRESULT __stdcall QueryInterface(const IID&, void**) { return E_NOTIMPL; }
606+
virtual ULONG __stdcall AddRef() { return 1; }
607+
virtual ULONG __stdcall Release() { return 0; }
608+
virtual void* __stdcall GetBufferPointer() { return nullptr; }
609+
virtual DWORD __stdcall GetBufferSize() { return 0; }
610+
};
611+
612+
/**
613+
* D3DXAssembleShader - Assemble shader from source
614+
*
615+
* Stub implementation - returns error to indicate shader assembly not available.
616+
*/
617+
inline HRESULT D3DXAssembleShader(
618+
const char* pSrcData,
619+
UINT SrcDataLen,
620+
DWORD Flags,
621+
void* ppConstants,
622+
ID3DXBuffer** ppCompiledShader,
623+
ID3DXBuffer** ppCompilationErrors)
624+
{
625+
// Stub: This function needs proper implementation
626+
// For now, return error to indicate shader assembly not available
627+
return E_NOTIMPL;
628+
}
629+
630+
#endif // __cplusplus
631+
418632
//-----------------------------------------------------------------------------
419633
// Texture Functions (Direct3D 8 wrappers and stubs)
420634
// These don't need WWMath

GeneralsMD/Code/GameEngine/CMakeLists.txt

Lines changed: 5 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1178,3 +1178,8 @@ target_precompile_headers(z_gameengine PRIVATE
11781178
[["Utility/CppMacros.h"]] # Must be first, to be removed when abandoning VC6
11791179
Include/Precompiled/PreRTS.h
11801180
)
1181+
1182+
# Apply D3DXWrapper forced include for NO_D3DX builds
1183+
if(MINGW AND DEFINED MINGW_D3DX_WRAPPER_INCLUDE)
1184+
target_compile_options(z_gameengine PRIVATE ${MINGW_D3DX_WRAPPER_INCLUDE})
1185+
endif()

GeneralsMD/Code/GameEngineDevice/CMakeLists.txt

Lines changed: 5 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -221,3 +221,8 @@ target_link_libraries(z_gameenginedevice PUBLIC
221221
corei_gameenginedevice_public
222222
z_gameengine
223223
)
224+
225+
# Apply D3DXWrapper forced include for NO_D3DX builds
226+
if(MINGW AND DEFINED MINGW_D3DX_WRAPPER_INCLUDE)
227+
target_compile_options(z_gameenginedevice PRIVATE ${MINGW_D3DX_WRAPPER_INCLUDE})
228+
endif()

cmake/mingw.cmake

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -75,9 +75,9 @@ if(MINGW)
7575
# implementations. No library linking required.
7676

7777
# MinGW-w64 D3DX8 dependency elimination option
78-
# Currently OFF due to header conflicts (see CURRENT_STATE_AND_NEXT_STEPS.md)
79-
# Set to ON after resolving conflicts (2-8 hours work)
80-
option(MINGW_NO_D3DX "Eliminate D3DX8.dll dependency using WWMath compatibility layer" OFF)
78+
# Header conflicts resolved using include guard coordination (Option A)
79+
# D3DXCompat.h pre-defines min-dx8-sdk include guards to prevent redefinitions
80+
option(MINGW_NO_D3DX "Eliminate D3DX8.dll dependency using WWMath compatibility layer" ON)
8181

8282
if(MINGW_NO_D3DX)
8383
# Use compatibility layer

scripts/shaders/water_shader2.psh

Lines changed: 7 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,7 @@
1+
ps.1.1
2+
tex t0
3+
tex t1
4+
texbem t2, t1
5+
mul r0,v0,t0
6+
mul r1.rgb,t2,c0
7+
add r0.rgb, r0, r1

scripts/shaders/water_shader3.psh

Lines changed: 8 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,8 @@
1+
ps.1.1
2+
tex t0
3+
tex t1
4+
tex t2
5+
tex t3
6+
mul r0,v0,t0
7+
mad r0.rgb, t1, t2, r0
8+
mul r0.rgb, r0, t3

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