This may reduce internal fragmentation with very large resources. We previously changed behaviour to not do this in order to reduce memory pressure in the average case, however by trying to suballocate from existing chunks and falling back to a dedicated allocation on failure, rather than allocating a new chunk, we can mostly avoid that situation.
|21 hours ago|
|.github||2 weeks ago|
|include||3 weeks ago|
|src||21 hours ago|
|.gitmodules||1 month ago|
|LICENSE||2 years ago|
|README.md||2 weeks ago|
|RELEASE||6 months ago|
|VP_DXVK_requirements.json||3 weeks ago|
|build-win32.txt||1 year ago|
|build-win64.txt||1 year ago|
|dxvk.conf||6 days ago|
|meson.build||2 weeks ago|
|meson_options.txt||4 weeks ago|
|package-release.sh||4 weeks ago|
|setup_dxvk.sh||4 weeks ago|
|version.h.in||4 years ago|
A Vulkan-based translation layer for Direct3D 9/10/11 which allows running 3D applications on Linux using Wine.
For the current status of the project, please refer to the project wiki.
The most recent development builds can be found here.
Release builds can be found here.
How to use
In order to install a DXVK package obtained from the release page into a given wine prefix, run the following commands from within the DXVK directory:
export WINEPREFIX=/path/to/.wine-prefix ./setup_dxvk.sh install
This will copy the DLLs into the
syswow64 directories of your wine prefix and set up the required DLL overrides. Pure 32-bit prefixes are also supported.
The setup script optionally takes the following arguments:
--symlink: Create symbolic links to the DLL files instead of copying them. This is especially useful for development.
--without-dxgi: Do not install DXVK's DXGI implementation and use the one provided by wine instead.
Verify that your application uses DXVK instead of wined3d by checking for the presence of the log file
d3d11.log in the application's directory, or by enabling the HUD (see notes below).
In order to remove DXVK from a prefix, run the following command:
export WINEPREFIX=/path/to/.wine-prefix ./setup_dxvk.sh uninstall
In order to pull in all submodules that are needed for building, clone the repository using the following command:
git clone --recursive https://github.com/doitsujin/dxvk.git
- wine 3.10 or newer
- Meson build system (at least version 0.49)
- Mingw-w64 compiler and headers (at least version 10.0)
- glslang compiler
The simple way
Inside the DXVK directory, run:
./package-release.sh master /your/target/directory --no-package
This will create a folder
/your/target/directory, which contains both 32-bit and 64-bit versions of DXVK, which can be set up in the same way as the release versions as noted above.
In order to preserve the build directories for development, pass
--dev-build to the script. This option implies
--no-package. After making changes to the source code, you can then do the following to rebuild DXVK:
# change to build.32 for 32-bit cd /your/target/directory/build.64 ninja install
# 64-bit build. For 32-bit builds, replace # build-win64.txt with build-win32.txt meson --cross-file build-win64.txt --buildtype release --prefix /your/dxvk/directory build.w64 cd build.w64 ninja install
The D3D9, D3D10, D3D11 and DXGI DLLs will be located in
/your/dxvk/directory/bin. Setup has to be done manually in this case.
Notes on Vulkan drivers
Before reporting an issue, please check the Wiki page on the current driver status and make sure you run a recent enough driver version for your hardware.
Online multi-player games
Manipulation of Direct3D libraries in multi-player games may be considered cheating and can get your account banned. This may also apply to single-player games with an embedded or dedicated multiplayer portion. Use at your own risk.
DXVK_HUD environment variable controls a HUD which can display the framerate and some stat counters. It accepts a comma-separated list of the following options:
devinfo: Displays the name of the GPU and the driver version.
fps: Shows the current frame rate.
frametimes: Shows a frame time graph.
submissions: Shows the number of command buffers submitted per frame.
drawcalls: Shows the number of draw calls and render passes per frame.
pipelines: Shows the total number of graphics and compute pipelines.
descriptors: Shows the number of descriptor pools and descriptor sets.
memory: Shows the amount of device memory allocated and used.
gpuload: Shows estimated GPU load. May be inaccurate.
version: Shows DXVK version.
api: Shows the D3D feature level used by the application.
cs: Shows worker thread statistics.
compiler: Shows shader compiler activity
samplers: Shows the current number of sampler pairs used [D3D9 Only]
scale=x: Scales the HUD by a factor of
DXVK_HUD=1 has the same effect as
DXVK_HUD=full enables all available HUD elements.
Frame rate limit
DXVK_FRAME_RATE environment variable can be used to limit the frame rate. A value of
0 uncaps the frame rate, while any positive value will limit rendering to the given number of frames per second. Alternatively, the configuration file can be used.
Some applications do not provide a method to select a different GPU. In that case, DXVK can be forced to use a given device:
DXVK_FILTER_DEVICE_NAME="Device Name"Selects devices with a matching Vulkan device name, which can be retrieved with tools such as
vulkaninfo. Matches on substrings, so "VEGA" or "AMD RADV VEGA10" is supported if the full device name is "AMD RADV VEGA10 (LLVM 9.0.0)", for example. If the substring matches more than one device, the first device matched will be used.
Note: If the device filter is configured incorrectly, it may filter out all devices and applications will be unable to create a D3D device.
DXVK caches pipeline state by default, so that shaders can be recompiled ahead of time on subsequent runs of an application, even if the driver's own shader cache got invalidated in the meantime. This cache is enabled by default, and generally reduces stuttering.
The following environment variables can be used to control the cache:
DXVK_STATE_CACHE: Controls the state cache. The following values are supported:
disable: Disables the cache entirely.
reset: Clears the cache file.
DXVK_STATE_CACHE_PATH=/some/directorySpecifies a directory where to put the cache files. Defaults to the current working directory of the application.
The following environment variables can be used for debugging purposes.
VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validationEnables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed on the host system.
DXVK_LOG_LEVEL=none|error|warn|info|debugControls message logging.
DXVK_LOG_PATH=/some/directoryChanges path where log files are stored. Set to
noneto disable log file creation entirely, without disabling logging.
DXVK_CONFIG_FILE=/xxx/dxvk.confSets path to the configuration file.
DXVK_DEBUG=markers|validationEnables use of the
VK_EXT_debug_utilsextension for translating performance event markers, or to enable Vulkan validation, respecticely.
DXVK requires threading support from your mingw-w64 build environment. If you are missing this, you may see "error: ‘std::cv_status’ has not been declared" or similar threading related errors.
On Debian and Ubuntu, this can be resolved by using the posix alternate, which supports threading. For example, choose the posix alternate from these commands:
update-alternatives --config x86_64-w64-mingw32-gcc update-alternatives --config x86_64-w64-mingw32-g++ update-alternatives --config i686-w64-mingw32-gcc update-alternatives --config i686-w64-mingw32-g++
For non debian based distros, make sure that your mingw-w64-gcc cross compiler
--enable-threads=posix enabled during configure. If your distro does
ship its mingw-w64-gcc binary with
--enable-threads=win32 you might have to
recompile locally or open a bug at your distro's bugtracker to ask for it.