dx9-ffp-port

Port DX9 shader-based games to the fixed-function pipeline for RTX Remix.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/skurtyyskirts/TombRaiderLegendRTX- --skill dx9-ffp-port
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dx9-ffp-port
Source: https://github.com/skurtyyskirts/TombRaiderLegendRTX-/tree/main/.cursor/skills/dx9-ffp-port
Command: npx skills add https://github.com/skurtyyskirts/TombRaiderLegendRTX- --skill dx9-ffp-port

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Port DX9 shader-based games to the fixed-function pipeline to enable RTX Remix by intercepting draws, capturing shader constants, and applying hardware transforms.

Core Features & Use Cases

  • Static analysis of DX9 binaries to locate vertex shader constants and input layouts.
  • Proxy-based porting workflow that routes DrawIndexedPrimitive/DrawPrimitive to FFP, patches transforms, and configures texture stages.
  • Iterative per-game configuration and patch deployment to support Remix's path-traced lighting.

Quick Start

Copy the remix-comp-proxy toolset into your patch directory, configure the proxy for your target DX9 game, and build to deploy the patched d3d9.dll for RTX Remix.

Frequently Asked Questions about dx9-ffp-port

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I port DX9 shaders to the fixed-function pipeline for RTX Remix?

Port DX9 shaders to FFP for RTX Remix by using a proxy to intercept draw calls, capture vertex shader constants, apply matrix transforms, and patch the game binaries to route rendering through the fixed-function pipeline.

Why does RTX Remix need fixed-function pipeline porting for older DX9 games?

RTX Remix requires fixed-function pipeline porting for DX9 games because shader-based rendering must be intercepted and translated into FFP draws to enable path-traced lighting and hardware transform compatibility.

How do I configure a DX9 proxy to intercept draw calls and capture vertex shader constants?

Configure the DX9 proxy by copying the remix-comp-proxy toolset into your patch directory, setting up per-game hooks for DrawIndexedPrimitive, capturing VS constant layouts, and building to deploy the patched d3d9.dll.

Can I use this proxy porting workflow for any DX9 shader-based game?

This DX9 proxy porting workflow requires iterative per-game configuration, including static binary analysis to locate vertex shader constants and input layouts, meaning each game needs specific proxy hooks and texture stage setups.

What is the best way to deploy the Remix proxy alongside patched game binaries?

Deploy the Remix proxy by copying the remix-comp-proxy toolset into your patch directory, configuring the proxy for your target DX9 game, building the patch, and placing the output d3d9.dll alongside the game binaries.

What are the limitations when intercepting DX9 draw calls to route them to FFP?

Limitations include the need for static analysis to discover VS constant layouts per game, manual configuration of texture stage setups, and iterative patching of game-specific hooks, as each DX9 title requires unique proxy configuration.