Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- v2: No changes.
Makefile.am | 1 + tests/shader_runner.c | 2 +- tests/shader_runner.h | 1 + tests/shader_runner_d3d9.c | 546 +++++++++++++++++++++++++++++++++++++ 4 files changed, 549 insertions(+), 1 deletion(-) create mode 100644 tests/shader_runner_d3d9.c
diff --git a/Makefile.am b/Makefile.am index f08bb926f..737dc260d 100644 --- a/Makefile.am +++ b/Makefile.am @@ -436,6 +436,7 @@ EXTRA_DIST += $(cross_implibs:=.cross32.def) $(cross_implibs:=.cross64.def)
shader_runner_cross_sources = \ $(srcdir)/tests/shader_runner.c \ + $(srcdir)/tests/shader_runner_d3d9.c \ $(srcdir)/tests/shader_runner_d3d11.c \ $(srcdir)/tests/shader_runner_d3d12.c
diff --git a/tests/shader_runner.c b/tests/shader_runner.c index 6f4c70031..0aca7830e 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -58,7 +58,6 @@ typedef int HRESULT; #include "vkd3d_windows.h" #include "vkd3d_d3dcommon.h" #include "vkd3d_d3dcompiler.h" -#include "vkd3d_common.h" #include "vkd3d_test.h" #include "shader_runner.h"
@@ -857,6 +856,7 @@ out: START_TEST(shader_runner) { #ifdef _WIN32 + run_shader_tests_d3d9(argc, argv); run_shader_tests_d3d11(argc, argv); #endif run_shader_tests_d3d12(argc, argv); diff --git a/tests/shader_runner.h b/tests/shader_runner.h index a304ba919..8dc77673b 100644 --- a/tests/shader_runner.h +++ b/tests/shader_runner.h @@ -126,6 +126,7 @@ unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops);
#ifdef _WIN32 +void run_shader_tests_d3d9(int argc, char **argv); void run_shader_tests_d3d11(int argc, char **argv); #endif void run_shader_tests_d3d12(int argc, char **argv); diff --git a/tests/shader_runner_d3d9.c b/tests/shader_runner_d3d9.c new file mode 100644 index 000000000..a4e8938ad --- /dev/null +++ b/tests/shader_runner_d3d9.c @@ -0,0 +1,546 @@ +/* + * Copyright 2021 Zebediah Figura for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#define COBJMACROS +#define CONST_VTABLE +#define VKD3D_TEST_NO_DEFS +#include <d3d9.h> +#include "vkd3d_d3dcommon.h" +#include "vkd3d_d3dcompiler.h" +#include "shader_runner.h" +#include "vkd3d_test.h" + +struct d3d9_resource +{ + struct resource r; + + IDirect3DTexture9 *texture; + IDirect3DVertexBuffer9 *vb; +}; + +static struct d3d9_resource *d3d9_resource(struct resource *r) +{ + return CONTAINING_RECORD(r, struct d3d9_resource, r); +} + +struct d3d9_shader_runner +{ + struct shader_runner r; + + IDirect3DDevice9 *device; + IDirect3DSurface9 *rt; + HWND window; +}; + +static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r) +{ + return CONTAINING_RECORD(r, struct d3d9_shader_runner, r); +} + +static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version); + +static unsigned int use_adapter_idx; + +static ID3D10Blob *compile_shader(const char *source, const char *profile) +{ + ID3D10Blob *blob = NULL, *errors = NULL; + HRESULT hr; + + hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors); + ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr); + if (errors) + { + if (vkd3d_test_state.debug_level) + trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors)); + ID3D10Blob_Release(errors); + } + return blob; +} + +static void parse_args(int argc, char **argv) +{ + unsigned int i; + + for (i = 1; i < argc; ++i) + { + if (!strcmp(argv[i], "--adapter") && i + 1 < argc) + use_adapter_idx = atoi(argv[++i]); + } +} + +static void init_adapter_info(void) +{ + D3DADAPTER_IDENTIFIER9 identifier; + IDirect3D9 *d3d; + HRESULT hr; + + d3d = pDirect3DCreate9(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + + hr = IDirect3D9_GetAdapterIdentifier(d3d, use_adapter_idx, 0, &identifier); + ok(hr == S_OK, "Failed to get adapter identifier, hr %#lx.\n", hr); + + trace("Driver string: %s.\n", identifier.Driver); + trace("Device: %s, %04lx:%04lx.\n", identifier.Description, identifier.VendorId, identifier.DeviceId); + + if (identifier.VendorId == 0x1414 && identifier.DeviceId == 0x008c) + trace("Using WARP device.\n"); + + IDirect3D9_Release(d3d); +} + +static bool init_test_context(struct d3d9_shader_runner *runner) +{ + D3DPRESENT_PARAMETERS present_parameters = + { + .Windowed = TRUE, + .SwapEffect = D3DSWAPEFFECT_DISCARD, + .BackBufferWidth = RENDER_TARGET_WIDTH, + .BackBufferHeight = RENDER_TARGET_HEIGHT, + .BackBufferFormat = D3DFMT_A8R8G8B8, + }; + RECT rect = {0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT}; + IDirect3D9 *d3d; + D3DCAPS9 caps; + HRESULT hr; + + memset(runner, 0, sizeof(*runner)); + + AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); + runner->window = CreateWindowA("static", "d3dcompiler_test", WS_OVERLAPPEDWINDOW, + 0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL); + ok(!!runner->window, "Failed to create a window.\n"); + + d3d = pDirect3DCreate9(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + + present_parameters.hDeviceWindow = runner->window; + + hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, runner->window, + D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &runner->device); + IDirect3D9_Release(d3d); + if (FAILED(hr)) + { + skip("Failed to create a 3D device, hr %#lx.\n", hr); + DestroyWindow(runner->window); + return false; + } + + hr = IDirect3DDevice9_GetDeviceCaps(runner->device, &caps); + ok(hr == D3D_OK, "Failed to get device caps, hr %#lx.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0)) + { + skip("No shader model 2 support.\n"); + IDirect3DDevice9_Release(runner->device); + DestroyWindow(runner->window); + return false; + } + + if (FAILED(hr = IDirect3DDevice9_CreateRenderTarget(runner->device, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT, + D3DFMT_A32B32G32R32F, D3DMULTISAMPLE_NONE, 0, FALSE, &runner->rt, NULL))) + { + skip("Failed to create an A32B32G32R32F surface, hr %#lx.\n", hr); + IDirect3DDevice9_Release(runner->device); + DestroyWindow(runner->window); + return false; + } + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(runner->device, 0, runner->rt); + ok(hr == D3D_OK, "Failed to set render target, hr %#lx.\n", hr); + + return true; +} + +static void destroy_test_context(struct d3d9_shader_runner *runner) +{ + ULONG ref; + + IDirect3DSurface9_Release(runner->rt); + ref = IDirect3DDevice9_Release(runner->device); + ok(!ref, "Device has %lu references left.\n", ref); + DestroyWindow(runner->window); +} + +static D3DTEXTUREADDRESS sampler_address_to_d3d9(D3D12_TEXTURE_ADDRESS_MODE address) +{ + switch (address) + { + case D3D12_TEXTURE_ADDRESS_MODE_WRAP: + return D3DTADDRESS_WRAP; + + case D3D12_TEXTURE_ADDRESS_MODE_MIRROR: + return D3DTADDRESS_MIRROR; + + case D3D12_TEXTURE_ADDRESS_MODE_CLAMP: + return D3DTADDRESS_CLAMP; + + case D3D12_TEXTURE_ADDRESS_MODE_BORDER: + return D3DTADDRESS_BORDER; + + case D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE: + return D3DTADDRESS_MIRRORONCE; + } + + assert(0); + return 0; +} + +static bool d3d9_runner_check_requirements(struct shader_runner *r) +{ + struct d3d9_shader_runner *runner = d3d9_shader_runner(r); + + if (runner->r.minimum_shader_model >= SHADER_MODEL_4_0) + return false; + + return true; +} + +static struct resource *d3d9_runner_create_resource(struct shader_runner *r, const struct resource_params *params) +{ + struct d3d9_shader_runner *runner = d3d9_shader_runner(r); + IDirect3DDevice9 *device = runner->device; + struct d3d9_resource *resource; + unsigned int src_pitch, y; + D3DLOCKED_RECT map_desc; + D3DFORMAT format; + HRESULT hr; + void *data; + + resource = calloc(1, sizeof(*resource)); + resource->r.slot = params->slot; + resource->r.type = params->type; + resource->r.size = params->data_size; + + switch (params->type) + { + case RESOURCE_TYPE_TEXTURE: + switch (params->format) + { + case DXGI_FORMAT_R32G32B32A32_FLOAT: + format = D3DFMT_A32B32G32R32F; + break; + + case DXGI_FORMAT_R32_FLOAT: + format = D3DFMT_R32F; + break; + + default: + format = D3DFMT_UNKNOWN; + break; + } + + hr = IDirect3DDevice9_CreateTexture(device, params->width, params->height, + 1, D3DUSAGE_DYNAMIC, format, D3DPOOL_DEFAULT, &resource->texture, NULL); + ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr); + + hr = IDirect3DTexture9_LockRect(resource->texture, 0, &map_desc, NULL, D3DLOCK_DISCARD); + ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); + src_pitch = params->width * params->texel_size; + for (y = 0; y < params->height; ++y) + memcpy((char *)map_desc.pBits + y * map_desc.Pitch, params->data + y * src_pitch, src_pitch); + hr = IDirect3DTexture9_UnlockRect(resource->texture, 0); + ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr); + break; + + case RESOURCE_TYPE_VERTEX_BUFFER: + hr = IDirect3DDevice9_CreateVertexBuffer(device, params->data_size, + D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &resource->vb, NULL); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); + + hr = IDirect3DVertexBuffer9_Lock(resource->vb, 0, 0, &data, D3DLOCK_DISCARD); + ok(hr == D3D_OK, "Failed to map texture, hr %#lx.\n", hr); + memcpy(data, params->data, params->data_size); + hr = IDirect3DVertexBuffer9_Unlock(resource->vb); + ok(hr == D3D_OK, "Failed to unmap texture, hr %#lx.\n", hr); + break; + } + + return &resource->r; +} + +static void d3d9_runner_destroy_resource(struct shader_runner *r, struct resource *res) +{ + struct d3d9_resource *resource = d3d9_resource(res); + + if (resource->texture) + IDirect3DTexture9_Release(resource->texture); + if (resource->vb) + IDirect3DVertexBuffer9_Release(resource->vb); + free(resource); +} + +static D3DDECLTYPE vertex_decl_type_from_format(DXGI_FORMAT format) +{ + switch (format) + { + case DXGI_FORMAT_R32G32_FLOAT: + return D3DDECLTYPE_FLOAT2; + + case DXGI_FORMAT_R32G32B32A32_FLOAT: + return D3DDECLTYPE_FLOAT4; + + default: + fatal_error("Cannot translate format %#x to a d3d9 vertex buffer format.\n", format); + } +} + +static D3DDECLUSAGE vertex_decl_usage_from_name(const char *name) +{ + if (!strcasecmp(name, "position") || !strcasecmp(name, "sv_position")) + return D3DDECLUSAGE_POSITION; + if (!strcasecmp(name, "texcoord")) + return D3DDECLUSAGE_TEXCOORD; + fatal_error("Cannot translate usage "%s" to a d3d9 usage.\n", name); +} + +static void d3d9_runner_draw(struct shader_runner *r, + D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) +{ + static const D3DVERTEXELEMENT9 decl_element_end = D3DDECL_END(); + struct d3d9_shader_runner *runner = d3d9_shader_runner(r); + IDirect3DVertexDeclaration9 *vertex_declaration; + IDirect3DDevice9 *device = runner->device; + D3DVERTEXELEMENT9 *decl_elements; + ID3D10Blob *vs_code, *ps_code; + IDirect3DVertexShader9 *vs; + IDirect3DPixelShader9 *ps; + unsigned int i, j; + HRESULT hr; + + if (!(vs_code = compile_shader(runner->r.vs_source, "vs_2_0"))) + return; + + if (!(ps_code = compile_shader(runner->r.ps_source, "ps_2_0"))) + { + ID3D10Blob_Release(vs_code); + return; + } + + if (runner->r.uniform_count) + { + hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, + (const float *)runner->r.uniforms, runner->r.uniform_count / 4); + ok(hr == D3D_OK, "Failed to set uniforms, hr %#lx.\n", hr); + } + + decl_elements = calloc(runner->r.input_element_count + 1, sizeof(*decl_elements)); + for (i = 0; i < runner->r.input_element_count; ++i) + { + const struct input_element *src_element = &runner->r.input_elements[i]; + D3DVERTEXELEMENT9 *dst_element = &decl_elements[i]; + + dst_element->Stream = src_element->slot; + dst_element->Type = vertex_decl_type_from_format(src_element->format); + dst_element->Method = D3DDECLMETHOD_DEFAULT; + dst_element->Usage = vertex_decl_usage_from_name(src_element->name); + dst_element->UsageIndex = src_element->index; + + /* The offset will be filled below. */ + } + decl_elements[runner->r.input_element_count] = decl_element_end; + + for (i = 0; i < runner->r.resource_count; ++i) + { + struct d3d9_resource *resource = d3d9_resource(runner->r.resources[i]); + unsigned int stride = 0; + + switch (resource->r.type) + { + case RESOURCE_TYPE_TEXTURE: + hr = IDirect3DDevice9_SetTexture(device, resource->r.slot, (IDirect3DBaseTexture9 *)resource->texture); + ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); + break; + + case RESOURCE_TYPE_VERTEX_BUFFER: + for (j = 0; j < runner->r.input_element_count; ++j) + { + if (runner->r.input_elements[j].slot == resource->r.slot) + { + decl_elements[j].Offset = stride; + stride += runner->r.input_elements[j].texel_size; + } + } + + hr = IDirect3DDevice9_SetStreamSource(device, resource->r.slot, resource->vb, 0, stride); + ok(hr == D3D_OK, "Failed to set vertex buffer, hr %#lx.\n", hr); + break; + } + } + + for (i = 0; i < runner->r.sampler_count; ++i) + { + const struct sampler *sampler = &runner->r.samplers[i]; + + hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, + D3DSAMP_ADDRESSU, sampler_address_to_d3d9(sampler->u_address)); + ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, + D3DSAMP_ADDRESSV, sampler_address_to_d3d9(sampler->v_address)); + ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, + D3DSAMP_ADDRESSW, sampler_address_to_d3d9(sampler->w_address)); + ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); + + hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MINFILTER, + (sampler->filter & 0x1) ? D3DTEXF_LINEAR : D3DTEXF_POINT); + ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MAGFILTER, + (sampler->filter & 0x4) ? D3DTEXF_LINEAR : D3DTEXF_POINT); + ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetSamplerState(device, sampler->slot, D3DSAMP_MIPFILTER, + (sampler->filter & 0x10) ? D3DTEXF_LINEAR : D3DTEXF_POINT); + ok(hr == D3D_OK, "Failed to set sampler state, hr %#lx.\n", hr); + } + + hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); + ok(hr == D3D_OK, "Failed to create vertex declaration, hr %#lx.\n", hr); + hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs); + ok(hr == D3D_OK, "Failed to create vertex shader, hr %#lx.\n", hr); + hr = IDirect3DDevice9_CreatePixelShader(device, ID3D10Blob_GetBufferPointer(ps_code), &ps); + ok(hr == D3D_OK, "Failed to create pixel shader, hr %#lx.\n", hr); + + hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); + ok(hr == D3D_OK, "Failed to set vertex declaration, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetVertexShader(device, vs); + ok(hr == D3D_OK, "Failed to set vertex shader, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetPixelShader(device, ps); + ok(hr == D3D_OK, "Failed to set pixel shader, hr %#lx.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr); + + switch (primitive_topology) + { + case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST: + hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, vertex_count / 3); + break; + + case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP: + hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count - 2); + break; + + default: + fatal_error("Cannot translate topology %#x to a d3d9 topology.\n", primitive_topology); + } + ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr); + + hr = IDirect3DDevice9_EndScene(device); + ok(hr == D3D_OK, "Failed to draw, hr %#lx.\n", hr); + + IDirect3DVertexDeclaration9_Release(vertex_declaration); + IDirect3DVertexShader9_Release(vs); + IDirect3DPixelShader9_Release(ps); +} + +struct resource_readback +{ + IDirect3DSurface9 *surface; + D3DLOCKED_RECT rect; +}; + +static void init_readback(struct d3d9_shader_runner *runner, struct resource_readback *rb) +{ + D3DSURFACE_DESC desc; + HRESULT hr; + + hr = IDirect3DSurface9_GetDesc(runner->rt, &desc); + ok(hr == D3D_OK, "Failed to get surface desc, hr %#lx.\n", hr); + hr = IDirect3DDevice9Ex_CreateOffscreenPlainSurface(runner->device, desc.Width, + desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL); + ok(hr == D3D_OK, "Failed to create surface, hr %#lx.\n", hr); + + hr = IDirect3DDevice9Ex_GetRenderTargetData(runner->device, runner->rt, rb->surface); + ok(hr == D3D_OK, "Failed to get render target data, hr %#lx.\n", hr); + + hr = IDirect3DSurface9_LockRect(rb->surface, &rb->rect, NULL, D3DLOCK_READONLY); + ok(hr == D3D_OK, "Failed to lock surface, hr %#lx.\n", hr); +} + +static const struct vec4 *get_readback_vec4(const struct resource_readback *rb, unsigned int x, unsigned int y) +{ + return (struct vec4 *)((BYTE *)rb->rect.pBits + y * rb->rect.Pitch + x * sizeof(struct vec4)); +} + +static void check_readback_data_vec4(struct resource_readback *rb, + const RECT *rect, const struct vec4 *expected, unsigned int max_diff) +{ + unsigned int x = 0, y = 0; + struct vec4 got = {0}; + bool all_match = true; + + for (y = rect->top; y < rect->bottom; ++y) + { + for (x = rect->left; x < rect->right; ++x) + { + got = *get_readback_vec4(rb, x, y); + if (!compare_vec4(&got, expected, max_diff)) + { + all_match = false; + break; + } + } + if (!all_match) + break; + } + ok(all_match, "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u).\n", + got.x, got.y, got.z, got.w, expected->x, expected->y, expected->z, expected->w, x, y); +} + +static void release_readback(struct resource_readback *rb) +{ + IDirect3DSurface9_UnlockRect(rb->surface); + IDirect3DSurface9_Release(rb->surface); +} + +static void d3d9_runner_probe_vec4(struct shader_runner *r, const RECT *rect, const struct vec4 *v, unsigned int ulps) +{ + struct d3d9_shader_runner *runner = d3d9_shader_runner(r); + struct resource_readback rb; + + init_readback(runner, &rb); + check_readback_data_vec4(&rb, rect, v, ulps); + release_readback(&rb); +} + +static const struct shader_runner_ops d3d9_runner_ops = +{ + .check_requirements = d3d9_runner_check_requirements, + .create_resource = d3d9_runner_create_resource, + .destroy_resource = d3d9_runner_destroy_resource, + .draw = d3d9_runner_draw, + .probe_vec4 = d3d9_runner_probe_vec4, +}; + +void run_shader_tests_d3d9(int argc, char **argv) +{ + struct d3d9_shader_runner runner; + HMODULE d3d9_module; + + d3d9_module = LoadLibraryA("d3d9.dll"); + if (d3d9_module) + { + pDirect3DCreate9 = (void *)GetProcAddress(d3d9_module, "Direct3DCreate9"); + + parse_args(argc, argv); + init_adapter_info(); + init_test_context(&runner); + run_shader_tests(&runner.r, argc, argv, &d3d9_runner_ops); + destroy_test_context(&runner); + } + FreeLibrary(d3d9_module); +}