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https://github.com/doitsujin/dxvk.git
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[general] Rename libraries
This allows the setup script to work without creating symbolic links or moving the files around.
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README.md
15
README.md
@ -21,21 +21,23 @@ Inside the dxvk directory, run:
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# build-win64.txt with build-win32.txt
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meson --cross-file build-win64.txt build.w64
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cd build.w64
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meson configure -Dprefix=/target/directory
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meson configure -Dprefix=/your/dxvk/directory/
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# for an optimized release build:
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meson configure -Dbuildtype=release
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ninja
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ninja install
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```
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Both `dxgi.dll` and `d3d11.dll`as well as some demo executables will be located in `/target/directory/bin`.
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The two libraries `dxgi_vk.dll` and `d3d11_vk.dll`as well as some demo executables will be located in `/your/dxvk/directory/bin`.
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## How to use
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In order to run `executable.exe` with DXVK,
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* Copy `dxgi.dll` and `d3d11.dll` into the same directory as the executable
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* Set `dxgi.dll` and `d3d11.dll` to *native* in your wine configuration. Note that *native,builtin* may not work for some applications.
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In order to set up a wine prefix to use DXVK instead of wined3d globally, run:
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```
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cd /your/dxvk/directory/bin
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WINEPREFIX=/your/wineprefix bash dlls_setup.sh
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```
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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.
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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).
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### Online multi-player games
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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.**
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@ -45,6 +47,7 @@ The behaviour of DXVK can be modified with environment variables.
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- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
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- `DXVK_SHADER_DUMP_PATH=directory` Writes all DXBC and SPIR-V shaders to the given directory
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- `DXVK_SHADER_READ_PATH=directory` Reads SPIR-V shaders from the given directory rather than using the shader compiler.
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- `DXVK_LOG_LEVEL=error|warn|info|debug|trace` Controls message logging.
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- `DXVK_HUD=1` Enables the HUD
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@ -20,7 +20,7 @@ d3d11_src = [
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'd3d11_util.cpp',
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]
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d3d11_dll = shared_library('d3d11', d3d11_src,
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d3d11_dll = shared_library('d3d11_vk', d3d11_src,
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name_prefix : '',
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link_with : [ util_lib ],
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dependencies : [ dxvk_dep, dxgi_dep, dxbc_dep ],
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@ -9,7 +9,7 @@ dxgi_src = [
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'dxgi_swapchain.cpp',
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]
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dxgi_dll = shared_library('dxgi', dxgi_src,
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dxgi_dll = shared_library('dxgi_vk', dxgi_src,
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name_prefix : '',
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link_with : [ util_lib ],
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dependencies : [ dxvk_dep ],
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