mirror of
https://github.com/doitsujin/dxvk.git
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49 lines
2.0 KiB
Markdown
49 lines
2.0 KiB
Markdown
# DXVK
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Provides a Vulkan-based implementation of DXGI and D3D11 in order to run 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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## Build instructions
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### Requirements:
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- [wine-staging](https://wine-staging.com/) for Vulkan support
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- [Meson](http://mesonbuild.com/) build system
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- [MinGW64](http://mingw-w64.org/) compiler and headers
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- [SDL2](https://www.libsdl.org/) headers and DLL
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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.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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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 `/your/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`, `d3d11.dll` and `SDL2.dll` into the same directory as the executable
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* Run `WINEDLLOVERRIDES=d3d11,dxgi=n wine executable.exe`
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DXVK will create a file `dxgi.log` in the current working directory and may print out messages to stderr.
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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_SHADER_DUMP_PATH=directory` Writes all DXBC and SPIR-V shaders to the given directory
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- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
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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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- `d3d11-triangle`: Renders a triangle using D3D11. Requires native `d3dcompiler_47.dll`.
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- `dxgi-factory`: Enumerates DXGI adapters and outputs for debugging purposes.
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- `dxbc-dcompiler`: Compiles a DXBC shader to SPIR-V.
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- `dxbc-disasm`: Disassembles a DXBC shader. Requires native `d3dcompiler_47.dll`.
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- `dxvk-triangle`: Renders a triangle using pure DXVK, which is the Vulkan-based state tracker that the D3D11 implementation is based on. |