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Update Readme about custom PCI Vendor and Device ID Support
85 lines
3.9 KiB
Markdown
85 lines
3.9 KiB
Markdown
# DXVK
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A Vulkan-based compatibility layer for Direct3D 11 which allows running 3D applications on Linux using Wine.
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For the current status of the project, please refer to the [project wiki](https://github.com/doitsujin/dxvk/wiki).
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For binary releases, see the [releases](https://github.com/doitsujin/dxvk/releases) page.
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## Build instructions
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### Requirements:
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- [wine-vulkan](https://github.com/roderickc/wine-vulkan) for Vulkan support
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- [Meson](http://mesonbuild.com/) build system (at least 0.43)
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- [MinGW64](http://mingw-w64.org/) compiler and headers (requires threading support)
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- [glslang](https://github.com/KhronosGroup/glslang) front end and validator
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**Note:** As of wine 3.3, wine-mainline and wine-staging do **not** support the required Vulkan features yet.
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### Building DLLs
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Inside the dxvk directory, run:
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```
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# 64-bit build. For 32-bit builds, replace
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# build-win64.txt with build-win32.txtẞ
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meson --cross-file build-win64.txt --prefix /your/dxvk/directory build.w64
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cd build.w64
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meson configure
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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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The two libraries `dxgi.dll` and `d3d11.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 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 setup_dxvk.sh
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```
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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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### Notes on Vulkan drivers
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Before reporting an issue, please check the [Wiki](https://github.com/doitsujin/dxvk/wiki/Driver-support) page on the current driver status.
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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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### Environment variables
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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_CUSTOM_VENDOR_ID=<ID>` Specifces a custom PCI vendor identifier (Vendor ID)
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- `DXVK_CUSTOM_DEVICE_ID=<ID>` Specifces a custom PCI device identifier (Device ID)
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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_SHADER_VALIDATE=1` Enables SPIR-V shader validation. Useful for debugging purposes.
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- `DXVK_SHADER_OPTIMIZE=1` Enables SPIR-V shader optimization. Experimental, use with care.
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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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## Samples and executables
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In addition to the DLLs, the following standalone programs are included in the project.
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Most of them require a native `d3dcompiler_47.dll`, which you can retrieve from your
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Windows installation in case you have one.
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- `d3d11-compute`: Runs a simple compute shader demo.
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- `d3d11-triangle`: Renders a bunch of triangles using D3D11.
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- `dxgi-factory`: Enumerates DXGI adapters and outputs for debugging purposes.
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- `dxbc-compiler`: Compiles a DXBC shader to SPIR-V.
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- `dxbc-disasm`: Disassembles a DXBC shader.
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- `hlsl-compiler`: Compiles a HLSL shader to DXBC.
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## Troubleshooting
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DXVK requires threading support from your mingw-w64 build environment. If you
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are missing this, you may see "error: 'mutex' is not a member of 'std'". On
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Debian, this can usually be resolved by using the posix alternate, which
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supports threading. For example, choose the posix alternate from these
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commands (use i686 for 32-bit):
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```
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update-alternatives --config x86_64-w64-mingw32-gcc
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update-alternatives --config x86_64-w64-mingw32-g++
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```
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