Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
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Philip Rebohle 4e06f498dd [d3d11] Fixed several mip level-related bugs
- When a D3D11 texture was created with a mip level count of zero,
  DXVK would compute the correct number of mip levels, but not write
  them back to the description field.
- Framebuffers would always use the size of the top level, not the
  mip levels that were actually attached to the framebuffer.
- Several image copy operations did not handle mip levels other
  than the top mip level correctly.
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include [general] Downgraded SPIR-V header to 1.0 2018-01-05 14:50:39 +01:00
lib [general] Updated Vulkan libraries 2017-12-23 11:38:43 +01:00
lib32 [general] Updated Vulkan libraries 2017-12-23 11:38:43 +01:00
src [d3d11] Fixed several mip level-related bugs 2018-01-06 02:09:07 +01:00
tests [dxbc] Implemented bfi and bfe instructions 2017-12-30 03:44:19 +01:00
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README.md [tests] Updated compute sample 2017-12-28 19:07:52 +01:00
build-win32.txt [general] Minor compatibility fixes 2017-12-22 10:37:02 +01:00
build-win64.txt [general] Minor compatibility fixes 2017-12-22 10:37:02 +01:00
meson.build [general] Minor compatibility fixes 2017-12-22 10:37:02 +01:00

README.md

DXVK

Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 3D applications on Linux using Wine.

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

Build instructions

Requirements:

Building DLLs

Inside the dxvk directory, run:

# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
meson --cross-file build-win64.txt build.w64
cd build.w64
meson configure -Dprefix=/target/directory
ninja
ninja install

Both dxgi.dll and d3d11.dllas well as some demo executables will be located in /your/directory/bin.

How to use

In order to run executable.exe with DXVK,

  • Copy dxgi.dll, d3d11.dll and SDL2.dll into the same directory as the executable
  • Run WINEDLLOVERRIDES=d3d11,dxgi=n wine executable.exe

DXVK will create a file dxgi.log in the current working directory and may print out messages to stderr.

Environment variables

The behaviour of DXVK can be modified with environment variables.

  • DXVK_SHADER_DUMP_PATH=directory Writes all DXBC and SPIR-V shaders to the given directory
  • DXVK_DEBUG_LAYERS=1 Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.

Samples and executables

In addition to the DLLs, the following standalone programs are included in the project:

  • 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.
  • dxgi-factory: Enumerates DXGI adapters and outputs for debugging purposes.
  • dxbc-compiler: Compiles a DXBC shader to SPIR-V.
  • dxbc-disasm: Disassembles a DXBC shader. Requires native d3dcompiler_47.dll.
  • hlsl-compiler: Compiles a HLSL shader to DXBC. Requires native d3dcompiler_47.dll.