dxvk/README.md

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# DXVK
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A Vulkan-based compatibility layer for Direct3D 11 which allows running 3D applications on Linux using Wine.
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For the current status of the project, please refer to the [project wiki](https://github.com/doitsujin/dxvk/wiki).
For binary releases, see the [releases](https://github.com/doitsujin/dxvk/releases) page.
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## Build instructions
### Requirements:
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- [wine-staging](https://wine-staging.com/) for Vulkan support
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- [Meson](http://mesonbuild.com/) build system
- [MinGW64](http://mingw-w64.org/) compiler and headers
- [glslang](https://github.com/KhronosGroup/glslang) front end and validator
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### Building DLLs
Inside the dxvk directory, run:
```
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# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
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meson --cross-file build-win64.txt build.w64
cd build.w64
meson configure -Dprefix=/your/dxvk/directory/
# for an optimized release build:
meson configure -Dbuildtype=release
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ninja
ninja install
```
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The two libraries `dxgi.dll` and `d3d11.dll`as well as some demo executables will be located in `/your/dxvk/directory/bin`.
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## How to use
In order to set up a wine prefix to use DXVK instead of wined3d globally, run:
```
cd /your/dxvk/directory/bin
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WINEPREFIX=/your/wineprefix bash setup_dxvk.sh
```
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Verify that your application uses DXVK instead of wined3d by checking for the presence of the log files `d3d11.log` and `dxgi.log` in the application's directory, or by enabling the HUD (see notes below).
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### Notes on Vulkan drivers
Before reporting an issue, please check the [Wiki](https://github.com/doitsujin/dxvk/wiki/Driver-support) page on the current driver status.
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### 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.**
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### Environment variables
The behaviour of DXVK can be modified with environment variables.
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- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
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- `DXVK_SHADER_DUMP_PATH=directory` Writes all DXBC and SPIR-V shaders to the given directory
- `DXVK_SHADER_READ_PATH=directory` Reads SPIR-V shaders from the given directory rather than using the shader compiler.
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- `DXVK_LOG_LEVEL=error|warn|info|debug|trace` Controls message logging.
- `DXVK_HUD=1` Enables the HUD
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## Samples and executables
In addition to the DLLs, the following standalone programs are included in the project:
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- `d3d11-compute`: Runs a simple compute shader demo. Requires native `d3dcompiler_47.dll`.
- `d3d11-triangle`: Renders a bunch of triangles using D3D11. Requires native `d3dcompiler_47.dll`.
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- `dxgi-factory`: Enumerates DXGI adapters and outputs for debugging purposes.
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- `dxbc-compiler`: Compiles a DXBC shader to SPIR-V.
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- `dxbc-disasm`: Disassembles a DXBC shader. Requires native `d3dcompiler_47.dll`.
- `hlsl-compiler`: Compiles a HLSL shader to DXBC. Requires native `d3dcompiler_47.dll`.