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464a3e7d4e
Rewrote most parts of the shader compiler and removed the old one. The next step is to improve documentation and remove the remaining traces of the old shader compiler. |
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include | ||
lib | ||
lib32 | ||
src | ||
tests | ||
build-win32.txt | ||
build-win64.txt | ||
LICENSE | ||
meson.build | ||
README.md |
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.
Build instructions
Requirements:
- wine-staging for Vulkan support
- Meson build system
- MinGW64 compiler and headers
- SDL2 headers and DLL
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
ninja
ninja install
Both dxgi.dll
and d3d11.dll
as well as some demo executables will be located in /your/directory/bin
.
How to use
In order to run executable.exe
with DXVK,
- Copy
dxgi.dll
,d3d11.dll
andSDL2.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 directoryDXVK_DEBUG_LAYERS=1
Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
Samples and executables
In addition to the DLLs, the following standalone programs are included in the project:
d3d11-triangle
: Renders a triangle using D3D11. Requires natived3dcompiler_47.dll
.dxgi-factory
: Enumerates DXGI adapters and outputs for debugging purposes.dxbc-dcompiler
: Compiles a DXBC shader to SPIR-V.dxbc-disasm
: Disassembles a DXBC shader. Requires natived3dcompiler_47.dll
.dxvk-triangle
: Renders a triangle using pure DXVK, which is the Vulkan-based state tracker that the D3D11 implementation is based on.