1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2025-02-18 04:54:15 +01:00
Mikhail Paulyshka c63d4361a0 Add MSVC support (#123)
* [utils] fixes for MSVC

* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header

* [dxvk] fixes for MSVC

* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.

* [dxbc] fixes for MSVC

*added missing header

* [dxgi] fixes for MSVC

* user __declspec(uuid()) instead of _mingw_uuidof()

* [d3d11] fixes for MSVC

* replace WINBOOL with BOOL
* do not declare D3D11 structs

* [meson] fix build scripts for MSVC

* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
2018-03-05 14:28:51 +01:00
2018-03-05 14:28:51 +01:00
2018-01-29 20:54:09 +01:00
2018-01-29 20:54:09 +01:00
2018-01-22 14:31:53 +01:00
2017-11-17 16:48:55 +01:00
2018-03-05 14:28:51 +01:00
2018-03-05 12:29:21 +01:00

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.

For binary releases, see the releases page.

Build instructions

Requirements:

  • wine-vulkan for Vulkan support
  • Meson build system (at least 0.43)
  • MinGW64 compiler and headers (requires threading support)
  • glslang front end and validator

Note: As of wine 3.3, wine-mainline and wine-staging do not support the required Vulkan features yet.

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=/your/dxvk/directory/
# for an optimized release build:
meson configure -Dbuildtype=release
ninja
ninja install

The two libraries dxgi.dll and d3d11.dllas 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 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_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_SHADER_VALIDATE=1 Enables SPIR-V shader validation. Useful for debugging purposes.
  • DXVK_SHADER_OPTIMIZE=1 Enables SPIR-V shader optimization. Experimental, use with care.
  • 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++
Description
Languages
C++ 98.1%
GLSL 0.8%
C 0.6%
Meson 0.4%