Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
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README.md

DXVK

A Vulkan-based compatibility layer for Direct3D 11 which allows running 3D applications on Linux using Wine.

For the current status of the project, please refer to the project wiki.

For binary releases, see the releases page.

For Direct3D 10 support, check out DXUP, which can be used together with DXVK.

Build instructions

Requirements:

  • wine 3.10 or newer
  • Meson build system (at least version 0.43)
  • MinGW64 compiler and headers (requires threading support)
  • glslang front end and validator

Building DLLs

The simple way

Inside the DXVK directory, run:

./package-release.sh master /your/target/directory --no-package

This will create a folder dxvk-master in /your/target/directory, which contains both 32-bit and 64-bit versions of DXVK.

Compiling manually

# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
meson --cross-file build-win64.txt --prefix /your/dxvk/directory build.w64
cd build.w64
meson configure 
# for an optimized release build:
meson configure -Dbuildtype=release
ninja
ninja install

The two libraries dxgi.dll and d3d11.dllas well as some demo executables will be located in /your/dxvk/directory/bin.

How to use

In order to set up a wine prefix to use DXVK instead of wined3d globally, run:

cd /your/compiling/directory/x32/
WINEPREFIX=/your/wineprefix bash setup_dxvk.sh
cd ../x64/
WINEPREFIX=/your/wineprefix bash setup_dxvk.sh

When built line by line, run:

cd /your/dxvk/directory/bin
WINEPREFIX=/your/wineprefix bash setup_dxvk.sh

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).

Notes on Vulkan drivers

Before reporting an issue, please check the Wiki page on the current driver status.

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.

HUD

The 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.
  • memory: Shows the amount of device memory allocated and used.

Additionally, DXVK_HUD=1 has the same effect as DXVK_HUD=devinfo,fps.

Debugging

The following environment variables can be used for debugging purposes.

  • VK_INSTANCE_LAYERS=VK_LAYER_LUNARG_standard_validation Enables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed on the host system.
  • 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
  • DXVK_FAKE_DX10_SUPPORT=1 Advertizes support for D3D10 interfaces
  • DXVK_USE_PIPECOMPILER=1 Enable asynchronous pipeline compilation. This currently only has an effect on RADV in mesa-git.

Troubleshooting

DXVK requires threading support from your mingw-w64 build environment. If you are missing this, you may see "error: 'mutex' is not a member of 'std'". On Debian and Ubuntu, this can usually be resolved by using the posix alternate, which supports threading. For example, choose the posix alternate from these commands (use i686 for 32-bit):

update-alternatives --config x86_64-w64-mingw32-gcc
update-alternatives --config x86_64-w64-mingw32-g++