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libs/dxvk-2.3.1: Make it build, bugref:10716

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1# DXVK
2
3A Vulkan-based translation layer for Direct3D 9/10/11 which allows running 3D applications on Linux using Wine.
4
5For the current status of the project, please refer to the [project wiki](https://github.com/doitsujin/dxvk/wiki).
6
7The most recent development builds can be found [here](https://github.com/doitsujin/dxvk/actions/workflows/artifacts.yml?query=branch%3Amaster).
8
9Release builds can be found [here](https://github.com/doitsujin/dxvk/releases).
10
11## How to use
12In order to install a DXVK package obtained from the [release](https://github.com/doitsujin/dxvk/releases) page into a given wine prefix, copy or symlink the DLLs into the following directories as follows, then open `winecfg` and manually add DLL overrides for `d3d11`, `d3d10core`, `dxgi`, and `d3d9`.
13
14In a default Wine prefix that would be as follows:
15```
16export WINEPREFIX=/path/to/wineprefix
17cp x64/*.dll $WINEPREFIX/drive_c/windows/system32
18cp x32/*.dll $WINEPREFIX/drive_c/windows/syswow64
19winecfg
20```
21
22For a pure 32-bit Wine prefix (non default) the 32-bit DLLs instead go to the `system32` directory:
23```
24export WINEPREFIX=/path/to/wineprefix
25cp x32/*.dll $WINEPREFIX/drive_c/windows/system32
26winecfg
27```
28
29Verify that your application uses DXVK instead of wined3d by enabling the HUD (see notes below).
30
31In order to remove DXVK from a prefix, remove the DLLs and DLL overrides, and run `wineboot -u` to restore the original DLL files.
32
33Tools such as Steam Play, Lutris, Bottles, Heroic Launcher, etc will automatically handle setup of dxvk on their own when enabled.
34
35### Notes on Vulkan drivers
36Before reporting an issue, please check the [Wiki](https://github.com/doitsujin/dxvk/wiki/Driver-support) page on the current driver status and make sure you run a recent enough driver version for your hardware.
37
38## Build instructions
39
40In order to pull in all submodules that are needed for building, clone the repository using the following command:
41```
42git clone --recursive https://github.com/doitsujin/dxvk.git
43```
44
45
46
47### Requirements:
48- [wine 7.1](https://www.winehq.org/) or newer
49- [Meson](https://mesonbuild.com/) build system (at least version 0.49)
50- [Mingw-w64](https://www.mingw-w64.org) compiler and headers (at least version 10.0)
51- [glslang](https://github.com/KhronosGroup/glslang) compiler
52
53### Building DLLs
54
55#### The simple way
56Inside the DXVK directory, run:
57```
58./package-release.sh master /your/target/directory --no-package
59```
60
61This will create a folder `dxvk-master` in `/your/target/directory`, which contains both 32-bit and 64-bit versions of DXVK, which can be set up in the same way as the release versions as noted above.
62
63In order to preserve the build directories for development, pass `--dev-build` to the script. This option implies `--no-package`. After making changes to the source code, you can then do the following to rebuild DXVK:
64```
65# change to build.32 for 32-bit
66cd /your/target/directory/build.64
67ninja install
68```
69
70#### Compiling manually
71```
72# 64-bit build. For 32-bit builds, replace
73# build-win64.txt with build-win32.txt
74meson setup --cross-file build-win64.txt --buildtype release --prefix /your/dxvk/directory build.w64
75cd build.w64
76ninja install
77```
78
79The D3D9, D3D10, D3D11 and DXGI DLLs will be located in `/your/dxvk/directory/bin`. Setup has to be done manually in this case.
80
81### Online multi-player games
82Manipulation 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.**
83
84### Logs
85When used with Wine, DXVK will print log messages to `stderr`. Additionally, standalone log files can optionally be generated by setting the `DXVK_LOG_PATH` variable, where log files in the given directory will be called `app_d3d11.log`, `app_dxgi.log` etc., where `app` is the name of the game executable.
86
87On Windows, log files will be created in the game's working directory by default, which is usually next to the game executable.
88
89### HUD
90The `DXVK_HUD` environment variable controls a HUD which can display the framerate and some stat counters. It accepts a comma-separated list of the following options:
91- `devinfo`: Displays the name of the GPU and the driver version.
92- `fps`: Shows the current frame rate.
93- `frametimes`: Shows a frame time graph.
94- `submissions`: Shows the number of command buffers submitted per frame.
95- `drawcalls`: Shows the number of draw calls and render passes per frame.
96- `pipelines`: Shows the total number of graphics and compute pipelines.
97- `descriptors`: Shows the number of descriptor pools and descriptor sets.
98- `memory`: Shows the amount of device memory allocated and used.
99- `gpuload`: Shows estimated GPU load. May be inaccurate.
100- `version`: Shows DXVK version.
101- `api`: Shows the D3D feature level used by the application.
102- `cs`: Shows worker thread statistics.
103- `compiler`: Shows shader compiler activity
104- `samplers`: Shows the current number of sampler pairs used *[D3D9 Only]*
105- `scale=x`: Scales the HUD by a factor of `x` (e.g. `1.5`)
106- `opacity=y`: Adjusts the HUD opacity by a factor of `y` (e.g. `0.5`, `1.0` being fully opaque).
107
108Additionally, `DXVK_HUD=1` has the same effect as `DXVK_HUD=devinfo,fps`, and `DXVK_HUD=full` enables all available HUD elements.
109
110### Frame rate limit
111The `DXVK_FRAME_RATE` environment variable can be used to limit the frame rate. A value of `0` uncaps the frame rate, while any positive value will limit rendering to the given number of frames per second. Alternatively, the configuration file can be used.
112
113### Device filter
114Some applications do not provide a method to select a different GPU. In that case, DXVK can be forced to use a given device:
115- `DXVK_FILTER_DEVICE_NAME="Device Name"` Selects devices with a matching Vulkan device name, which can be retrieved with tools such as `vulkaninfo`. Matches on substrings, so "VEGA" or "AMD RADV VEGA10" is supported if the full device name is "AMD RADV VEGA10 (LLVM 9.0.0)", for example. If the substring matches more than one device, the first device matched will be used.
116
117**Note:** If the device filter is configured incorrectly, it may filter out all devices and applications will be unable to create a D3D device.
118
119### Graphics Pipeline Library
120On drivers which support `VK_EXT_graphics_pipeline_library` Vulkan shaders will be compiled at the time the game loads its D3D shaders, rather than at draw time. This reduces or eliminates shader compile stutter in many games when compared to the previous system.
121
122In games that load their shaders during loading screens or in the menu, this can lead to prolonged periods of very high CPU utilization, especially on weaker CPUs. For affected games it is recommended to wait for shader compilation to finish before starting the game to avoid stutter and low performance. Shader compiler activity can be monitored with `DXVK_HUD=compiler`.
123
124This feature largely replaces the state cache.
125
126**Note:** Games which only load their D3D shaders at draw time (e.g. most Unreal Engine games) will still exhibit some stutter, although it should still be less severe than without this feature.
127
128### State cache
129DXVK caches pipeline state by default, so that shaders can be recompiled ahead of time on subsequent runs of an application, even if the driver's own shader cache got invalidated in the meantime. This cache is enabled by default, and generally reduces stuttering.
130
131The following environment variables can be used to control the cache:
132- `DXVK_STATE_CACHE`: Controls the state cache. The following values are supported:
133 - `disable`: Disables the cache entirely.
134 - `reset`: Clears the cache file.
135- `DXVK_STATE_CACHE_PATH=/some/directory` Specifies a directory where to put the cache files. Defaults to the current working directory of the application.
136
137This feature is mostly only relevant on systems without support for `VK_EXT_graphics_pipeline_library`
138
139### Debugging
140The following environment variables can be used for **debugging** purposes.
141- `VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation` Enables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed on the host system.
142- `DXVK_LOG_LEVEL=none|error|warn|info|debug` Controls message logging.
143- `DXVK_LOG_PATH=/some/directory` Changes path where log files are stored. Set to `none` to disable log file creation entirely, without disabling logging.
144- `DXVK_DEBUG=markers|validation` Enables use of the `VK_EXT_debug_utils` extension for translating performance event markers, or to enable Vulkan validation, respecticely.
145- `DXVK_CONFIG_FILE=/xxx/dxvk.conf` Sets path to the configuration file.
146- `DXVK_CONFIG="dxgi.hideAmdGpu = True; dxgi.syncInterval = 0"` Can be used to set config variables through the environment instead of a configuration file using the same syntax. `;` is used as a seperator.
147
148## Troubleshooting
149DXVK requires threading support from your mingw-w64 build environment. If you
150are missing this, you may see "error: ‘std::cv_status’ has not been declared"
151or similar threading related errors.
152
153On Debian and Ubuntu, this can be resolved by using the posix alternate, which
154supports threading. For example, choose the posix alternate from these
155commands:
156```
157update-alternatives --config x86_64-w64-mingw32-gcc
158update-alternatives --config x86_64-w64-mingw32-g++
159update-alternatives --config i686-w64-mingw32-gcc
160update-alternatives --config i686-w64-mingw32-g++
161```
162For non debian based distros, make sure that your mingw-w64-gcc cross compiler
163does have `--enable-threads=posix` enabled during configure. If your distro does
164ship its mingw-w64-gcc binary with `--enable-threads=win32` you might have to
165recompile locally or open a bug at your distro's bugtracker to ask for it.
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