dxvk/README.md

2.2 KiB

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.

For binary releases, see the releases page.

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
# for an optimized release build:
meson configure -Dbuildtype=release
ninja
ninja install

Both dxgi.dll and d3d11.dllas well as some demo executables will be located in /target/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
  • 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.
  • DXVK_HUD=1 Enables the HUD

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.