/dxvk

Vulkan-based D3D11 implementation for Linux / Wine

Primary LanguageC++zlib LicenseZlib

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 3.4 or newer
  • Meson build system (at least 0.43)
  • MinGW64 compiler and headers (requires threading support)
  • glslang front end and validator

Note: As of Wine 3.4, enabling Vulkan support requires some manual setup that is described in steps 2 to 4 on the original wine-vulkan README page.

Building DLLs

Inside the dxvk directory, run:

# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txtẞ
meson --cross-file build-win64.txt --prefix /your/dxvk/directory build.w64
cd build.w64
meson configure 
# 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

If you use multiple Wine versions for tests or with software like PlayOnLinux, you can override wine software path.

cd /your/dxvk/directory/bin
WINEPREFIX=/your/wineprefix WINE=~/.yourwinesdir/wine3.4_x64/bin/wine 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_CUSTOM_VENDOR_ID=<ID> Specifces a custom PCI vendor identifier (Vendor ID)
  • DXVK_CUSTOM_DEVICE_ID=<ID> Specifces a custom PCI device identifier (Device ID)
  • 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_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++