# 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](https://github.com/doitsujin/dxvk/wiki). For binary releases, see the [releases](https://github.com/doitsujin/dxvk/releases) page. ## Build instructions ### Requirements: - [wine 3.4](https://www.winehq.org/) or newer - [Meson](http://mesonbuild.com/) build system (at least 0.43) - [MinGW64](http://mingw-w64.org/) compiler and headers (requires threading support) - [glslang](https://github.com/KhronosGroup/glslang) front end and validator **Note:** As of Wine 3.4, enabling Vulkan support requires some manual setup that is described in steps 2 to 4 on the original [wine-vulkan](https://github.com/roderickc/wine-vulkan/blob/master/README.md) README page. ### Building DLLs Inside the dxvk directory, run: ``` # 64-bit build. For 32-bit builds, replace # build-win64.txt with build-win32.txtẞ 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.dll`as 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/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](https://github.com/doitsujin/dxvk/wiki/Driver-support) 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.** ### Environment variables The behaviour of DXVK can be modified with environment variables. - `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes. - `DXVK_CUSTOM_VENDOR_ID=` Specifces a custom PCI vendor identifier (Vendor ID) - `DXVK_CUSTOM_DEVICE_ID=` Specifces a custom PCI device identifier (Device ID) - `DXVK_SHADER_DUMP_PATH=directory` Writes all DXBC and SPIR-V shaders to the given directory - `DXVK_SHADER_READ_PATH=directory` Reads SPIR-V shaders from the given directory rather than using the shader compiler. - `DXVK_LOG_LEVEL=error|warn|info|debug|trace` Controls message logging. - `DXVK_HUD=1` Enables the HUD ## Samples and executables In addition to the DLLs, the following standalone programs are included in the project. Most of them require a native `d3dcompiler_47.dll`, which you can retrieve from your Windows installation in case you have one. - `d3d11-compute`: Runs a simple compute shader demo. - `d3d11-triangle`: Renders a bunch of triangles using D3D11. - `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. - `hlsl-compiler`: Compiles a HLSL shader to DXBC. ## 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, 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++ ```