[general] Rename libraries

This allows the setup script to work without creating
symbolic links or moving the files around.
This commit is contained in:
Philip Rebohle 2018-01-21 11:38:19 +01:00
parent 16eef61a7a
commit 650170b167
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GPG Key ID: C8CC613427A31C99
3 changed files with 11 additions and 8 deletions

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@ -21,21 +21,23 @@ Inside the dxvk directory, run:
# build-win64.txt with build-win32.txt
meson --cross-file build-win64.txt build.w64
cd build.w64
meson configure -Dprefix=/target/directory
meson configure -Dprefix=/your/dxvk/directory/
# for an optimized release build:
meson configure -Dbuildtype=release
ninja
ninja install
```
Both `dxgi.dll` and `d3d11.dll`as well as some demo executables will be located in `/target/directory/bin`.
The two libraries `dxgi_vk.dll` and `d3d11_vk.dll`as well as some demo executables will be located in `/your/dxvk/directory/bin`.
## How to use
In order to run `executable.exe` with DXVK,
* Copy `dxgi.dll` and `d3d11.dll` into the same directory as the executable
* Set `dxgi.dll` and `d3d11.dll` to *native* in your wine configuration. Note that *native,builtin* may not work for some applications.
In order to set up a wine prefix to use DXVK instead of wined3d globally, run:
```
cd /your/dxvk/directory/bin
WINEPREFIX=/your/wineprefix bash dlls_setup.sh
```
In order to verify that your application uses DXVK instead of wined3d, check for the presence of the log files `d3d11.log` and `dxgi.log`, or enable the HUD.
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).
### 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.**
@ -45,6 +47,7 @@ The behaviour of DXVK can be modified with environment variables.
- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
- `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_HUD=1` Enables the HUD

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@ -20,7 +20,7 @@ d3d11_src = [
'd3d11_util.cpp',
]
d3d11_dll = shared_library('d3d11', d3d11_src,
d3d11_dll = shared_library('d3d11_vk', d3d11_src,
name_prefix : '',
link_with : [ util_lib ],
dependencies : [ dxvk_dep, dxgi_dep, dxbc_dep ],

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@ -9,7 +9,7 @@ dxgi_src = [
'dxgi_swapchain.cpp',
]
dxgi_dll = shared_library('dxgi', dxgi_src,
dxgi_dll = shared_library('dxgi_vk', dxgi_src,
name_prefix : '',
link_with : [ util_lib ],
dependencies : [ dxvk_dep ],