[general] Updated README

Clarified information about environment variables.
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Philip Rebohle 2018-04-07 13:57:16 +02:00
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@ -56,14 +56,12 @@ The `DXVK_HUD` environment variable controls a HUD which can display the framera
Additionally, `DXVK_HUD=1` has the same effect as `DXVK_HUD=devinfo,fps`.
### Environment variables
### Debugging
The following environment variables can be used for **debugging** purposes.
- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes. Requires the Vulkan SDK to be installed and set up within the wine prefix.
- `DXVK_CUSTOM_VENDOR_ID=<ID>` Specifies a custom PCI vendor identifier (Vendor ID)
- `DXVK_CUSTOM_DEVICE_ID=<ID>` Specifies a custom PCI device identifier (Device ID)
- `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.
- `DXVK_LOG_LEVEL=error|warn|info|debug|trace` Controls message logging.
- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed and set up within the wine prefix (`winetricks vulkansdk`).
- `DXVK_CUSTOM_VENDOR_ID=<ID>` Specifies a custom PCI vendor ID
- `DXVK_CUSTOM_DEVICE_ID=<ID>` Specifies a custom PCI device ID
- `DXVK_LOG_LEVEL=none|error|warn|info|debug` Controls message logging.
## Troubleshooting
DXVK requires threading support from your mingw-w64 build environment. If you