dxvk README

The project's README from github.com/doitsujin/dxvk. As one markdown file: README.md.

DXVK

A Vulkan-based translation layer for Direct3D 8/9/10/11 which allows running 3D applications on Linux using Wine.

For the current status of the project, please refer to the project wiki.

The most recent development builds can be found here.

Release builds can be found here.

How to use

In order to install a DXVK package obtained from the release page into a given wine prefix, copy or symlink the DLLs into the following directories as follows, then open winecfg and manually add native DLL overrides for d3d8, d3d9, d3d10core, d3d11 and dxgi under the Libraries tab.

In a default Wine prefix that would be as follows:

export WINEPREFIX=/path/to/wineprefix
cp x64/*.dll $WINEPREFIX/drive_c/windows/system32
cp x32/*.dll $WINEPREFIX/drive_c/windows/syswow64
winecfg

For a pure 32-bit Wine prefix (non default) the 32-bit DLLs instead go to the system32 directory:

export WINEPREFIX=/path/to/wineprefix
cp x32/*.dll $WINEPREFIX/drive_c/windows/system32
winecfg

Verify that your application uses DXVK instead of wined3d by enabling the HUD (see notes below).

In order to remove DXVK from a prefix, remove the DLLs and DLL overrides, and run wineboot -u to restore the original DLL files.

Tools such as Steam Play, Lutris, Bottles, Heroic Launcher, etc will automatically handle setup of dxvk on their own when enabled.

DLL dependencies

Listed below are the DLL requirements for using DXVK with any single API.

Notes on Vulkan drivers

Before reporting an issue, please check the Wiki page on the current driver status and make sure you run a recent enough driver version for your hardware.

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.

HUD

The 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:

Additionally, DXVK_HUD=1 has the same effect as DXVK_HUD=devinfo,fps, and DXVK_HUD=full enables all available HUD elements.

Logs

When 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.

On Windows, log files will be created in the game's working directory by default, which is usually next to the game executable.

Device filter

Some applications do not provide a method to select a different GPU. In that case, DXVK can be forced to use a given device:

Note: If the device filter is configured incorrectly, it may filter out all devices and applications will be unable to create a D3D device.

Debugging

The following environment variables can be used for debugging purposes.

Graphics Pipeline Library

On 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.

In 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.

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.

Build instructions

In order to pull in all submodules that are needed for building, clone the repository using the following command:

git clone --recursive https://github.com/doitsujin/dxvk.git

Requirements:

Building DLLs

The simple way

Inside the DXVK directory, run:

./package-release.sh master /your/target/directory --no-package

This 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.

In 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:

# change to build.32 for 32-bit
cd /your/target/directory/build.64
ninja install

Compiling manually

# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
meson setup --cross-file build-win64.txt --buildtype release --prefix /your/dxvk/directory build.w64
cd build.w64
ninja install

The D3D8, D3D9, D3D10, D3D11 and DXGI DLLs will be located in /your/dxvk/directory/bin.

Build troubleshooting

DXVK requires threading support from your mingw-w64 build environment. If you are missing this, you may see "error: ‘std::cv_status’ has not been declared" or similar threading related errors.

On Debian and Ubuntu, this can be resolved by using the posix alternate, which supports threading. For example, choose the posix alternate from these commands:

update-alternatives --config x86_64-w64-mingw32-gcc
update-alternatives --config x86_64-w64-mingw32-g++
update-alternatives --config i686-w64-mingw32-gcc
update-alternatives --config i686-w64-mingw32-g++

For non debian based distros, make sure that your mingw-w64-gcc cross compiler does have --enable-threads=posix enabled during configure. If your distro does ship its mingw-w64-gcc binary with --enable-threads=win32 you might have to recompile locally or open a bug at your distro's bugtracker to ask for it.

DXVK Native

DXVK Native is a version of DXVK which allows it to be used natively without Wine.

This is primarily useful for game and application ports to either avoid having to write another rendering backend, or to help with port bringup during development.

Release builds are built using the Steam Runtime.

How does it work?

DXVK Native replaces certain Windows-isms with a platform and framework-agnostic replacement, for example, HWNDs can become SDL_Window*s, etc. All it takes to do that is to add another WSI backend.

Note: DXVK Native requires a backend to be explicitly set via the DXVK_WSI_DRIVER environment variable. The current built-in options are SDL3, SDL2, and GLFW.

DXVK Native comes with a slim set of Windows header definitions required for D3D9/11 and the MinGW headers for D3D9/11. In most cases, it will end up being plug and play with your renderer, but there may be certain teething issues such as:

dxvk (doitsujin/dxvk)

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这是做什么的?DXVK 是一个基于 Vulkan 的转换层,支持 Direct3D 8、9、10 和 11。它把 D3D 调用转换成 Vulkan,而不是使用 Wine 内置的 wined3d,从而让 3D 应用和游戏能在 Linux 上通过 Wine 运行。
那它不是一个我直接打开的应用——它到底是怎么接入我的游戏的?它以一组替换用的 DLL 文件(d3d8、d3d9、d3d10core、d3d11、dxgi)的形式发布,Wine prefix 会加载它们来替代 Wine 自己的实现,所以游戏启动时会自动用上它。
怎么把它装进 Wine prefix?把 32 位和 64 位的 DLL 文件复制或建立符号链接到 prefix 的 system32 和 syswow64 目录,然后在 winecfg 的“函数库”选项卡里为 d3d8、d3d9、d3d10core、d3d11 和 dxgi 设置原生的覆盖(override)。Steam Play、Lutris、Bottles 和 Heroic Launcher 这类工具在启用后都会自动完成这些设置。
我的系统需要什么才能运行它?需要一个与你的硬件相匹配、版本足够新的 Vulkan 驱动——在提交 issue 之前,README 建议先查看 wiki 上的驱动状态页面。只有从源码构建才需要更多东西:Wine 10.0+、Meson、Mingw-w64 和 glslang。
用它玩联机多人游戏会被封号吗?有可能——README 警告说,在多人游戏中修改 Direct3D 库可能被视为作弊并导致账号被封,包括那些内嵌多人模式的单机游戏。使用风险自负。
我有两块显卡——可以指定它用哪一块吗?可以。DXVK_FILTER_DEVICE_NAME 按名称(子串匹配)选择 Vulkan 设备,DXVK_FILTER_DEVICE_UUID 按 32 位字符的 UUID 选择,两者都可以用 vulkaninfo 查到。如果筛选条件配置错了,应用可能根本无法创建 D3D 设备。
着色器编译会让游戏卡顿吗?比以前好多了:在支持 VK_EXT_graphics_pipeline_library 的驱动上,着色器会在游戏加载它的 D3D 着色器时编译,而不是在绘制时才编译,这在很多游戏中能减少甚至消除卡顿。在绘制时才加载着色器的 Unreal Engine 游戏仍会有一些卡顿;可以用 DXVK_HUD=compiler 来观察进度。
DXVK Native 是什么?它是 DXVK 的一个无需 Wine 即可原生运行的构建版本,主要面向不想再写一套渲染后端的游戏移植项目。它需要通过 DXVK_WSI_DRIVER 变量选择一个窗口后端——SDL3、SDL2 或 GLFW——而且 release 构建使用 Steam Runtime。
它在 Windows 上也能用吗,还是只能在 Linux 上用?都可以。它首先面向 Linux 和 Wine,但该项目的 CI 会在 Windows 上构建并测试它,README 也记录了 Windows 特有的行为,比如日志文件默认会落在游戏的工作目录里。
怎么把它从 Wine prefix 里删掉?删除 DXVK 的 DLL 文件,在 winecfg 里移除相应的 DLL 覆盖设置,然后运行 'wineboot -u' 来恢复原来的 Wine DLL 文件。
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