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[meta] Add DXVK Native section to the readme
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README.md
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README.md
@ -163,3 +163,22 @@ For non debian based distros, make sure that your mingw-w64-gcc cross compiler
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does have `--enable-threads=posix` enabled during configure. If your distro does
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ship its mingw-w64-gcc binary with `--enable-threads=win32` you might have to
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recompile locally or open a bug at your distro's bugtracker to ask for it.
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# DXVK Native
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DXVK Native is a version of DXVK which allows it to be used natively without Wine.
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This is primarily useful for game and application ports to either avoid having to write another rendering backend, or to help with port bringup during development.
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[Release builds](https://github.com/doitsujin/dxvk/releases) are built using the Steam Runtime.
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### How does it work?
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DXVK Native replaces certain Windows-isms with a platform and framework-agnostic replacement, for example, `HWND`s can become `SDL_Window*`s, etc.
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All it takes to do that is to add another WSI backend.
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**Note:** DXVK Native requires a backend to be explicitly set via the `DXVK_WSI_DRIVER` environment variable. The current built-in options are `SDL2` and `GLFW`.
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DXVK Native comes with a slim set of Windows header definitions required for D3D9/11 and the MinGW headers for D3D9/11.
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In most cases, it will end up being plug and play with your renderer, but there may be certain teething issues such as:
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- `__uuidof(type)` is supported, but `__uuidof(variable)` is not supported. Use `__uuidof_var(variable)` instead.
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