All Projects → Joshua-Ashton → D9vk

Joshua-Ashton / D9vk

Licence: zlib
A Direct3D9 to Vulkan layer using the DXVK backend. [Upstreamed to DXVK]

Projects that are alternatives of or similar to D9vk

Vk9
Direct3D 9 compatibility layer using Vulkan.
Stars: ✭ 799 (-0.75%)
Mutual labels:  vulkan, direct3d, d3d9, wine
Dxvk
Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
Stars: ✭ 7,117 (+784.1%)
Mutual labels:  vulkan, d3d9, wine
Bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Stars: ✭ 10,252 (+1173.54%)
Mutual labels:  vulkan, directx, d3d9
Directx Wrappers
Wraps the main DirectX and Direct3D DLLs. It allows you to intercept calls to DirectX and Direct3D interface functions so that you can log API calls or you can add your own code into the game, such as enabling Anti-Aliasing or creating overlays in the game.
Stars: ✭ 108 (-86.58%)
Mutual labels:  directx, direct3d, d3d9
Renderdoc
RenderDoc is a stand-alone graphics debugging tool.
Stars: ✭ 5,969 (+641.49%)
Mutual labels:  vulkan, directx, direct3d
CrossWindow-Graphics
A header only library to simplify creating 🌋 Vulkan / ⚪ OpenGL / 🌐 WebGL / ❎DirectX / 🤖 Metal data structures with CrossWindow.
Stars: ✭ 48 (-94.04%)
Mutual labels:  vulkan, directx
docker-nvidia-glx-desktop
MATE Desktop container designed for Kubernetes supporting OpenGL GLX and Vulkan for NVIDIA GPUs with WebRTC and HTML5, providing an open source remote cloud graphics or game streaming platform. Spawns its own fully isolated X Server instead of using the host X server, therefore not requiring /tmp/.X11-unix host sockets or host configuration.
Stars: ✭ 47 (-94.16%)
Mutual labels:  vulkan, wine
MoravaEngine
2D/3D graphics engine written in C++ language. It currently supports the following graphics APIs: OpenGL 3.3+, Vulkan 1.2, DirectX 11. Its current purpose is to experiment with various CG concepts and techniques.
Stars: ✭ 129 (-83.98%)
Mutual labels:  vulkan, directx
Diligentcore
Core functionality of Diligent Engine
Stars: ✭ 263 (-67.33%)
Mutual labels:  vulkan, direct3d
Bansheeengine
Modern C++14 game engine with Vulkan support, fully featured editor and C# scripting
Stars: ✭ 2,906 (+260.99%)
Mutual labels:  vulkan, directx
Wine Wayland
Wine-wayland allows playing DX9/DX11 and Vulkan games using pure wayland and Wine/DXVK.
Stars: ✭ 284 (-64.72%)
Mutual labels:  vulkan, wine
bgfx-python
Python 3.7+ wrapper for the BGFX library. 🐍
Stars: ✭ 99 (-87.7%)
Mutual labels:  vulkan, directx
render-doctor
渲染医生,基于 RenderDoc 的渲染分析工具,以 html 形式展现方便阅读和分享。
Stars: ✭ 46 (-94.29%)
Mutual labels:  vulkan, directx
renderdoc-rs
RenderDoc application bindings for Rust
Stars: ✭ 28 (-96.52%)
Mutual labels:  vulkan, directx
d3d9-to-11
Direct3D 9 to Direct3D 11 converter
Stars: ✭ 69 (-91.43%)
Mutual labels:  wine, d3d9
harfang3d
HARFANG 3D source code public repository
Stars: ✭ 173 (-78.51%)
Mutual labels:  vulkan, directx
Shadergen
Proof-of-concept library for generating HLSL, GLSL, and Metal shader code from C#,
Stars: ✭ 395 (-50.93%)
Mutual labels:  vulkan, direct3d
Kiero
Universal graphical hook for a D3D9-D3D12, OpenGL and Vulkan based games.
Stars: ✭ 374 (-53.54%)
Mutual labels:  vulkan, d3d9
Fiber2d
Cross-platform 2D Game Engine in pure Swift
Stars: ✭ 415 (-48.45%)
Mutual labels:  vulkan, directx
mojoshader
Use Direct3D shaders with other 3D rendering APIs.
Stars: ✭ 91 (-88.7%)
Mutual labels:  vulkan, direct3d

This work has been upstreamed and is continuing development there

This repo is only open for the remaining issues on the tracker

https://github.com/doitsujin/dxvk

DXVK

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

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

How to use

In order to install a DXVK package obtained from the release page into a given wine prefix, run the following commands from within the DXVK directory:

export WINEPREFIX=/path/to/.wine-prefix
./setup_dxvk.sh install

This will copy the DLLs into the system32 and syswow64 directories of your wine prefix and set up the required DLL overrides. Pure 32-bit prefixes are also supported.

The setup script optionally takes the following arguments:

  • --symlink: Create symbolic links to the DLL files instead of copying them. This is especially useful for development.
  • --without-dxgi: Do not install DXVK's DXGI implementation and use the one provided by wine instead. This is necessary for both vkd3d and DXVK to work within the same wine prefix.

Verify that your application uses DXVK instead of wined3d by checking for the presence of the log file d3d11.log in the application's directory, or by enabling the HUD (see notes below).

In order to remove DXVK from a prefix, run the following command:

export WINEPREFIX=/path/to/.wine-prefix
./setup_dxvk.sh uninstall

Build instructions

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

A winelib build can be created by adding the --winelib argument.

Compiling manually

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

The D3D10, D3D11 and DXGI DLLs will be located in /your/dxvk/directory/bin. Setup has to be done manually in this case.

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:

  • devinfo: Displays the name of the GPU and the driver version.
  • fps: Shows the current frame rate.
  • frametimes: Shows a frame time graph.
  • submissions: Shows the number of command buffers submitted per frame.
  • drawcalls: Shows the number of draw calls and render passes per frame.
  • pipelines: Shows the total number of graphics and compute pipelines.
  • memory: Shows the amount of device memory allocated and used.
  • gpuload: Shows estimated GPU load. May be inaccurate.
  • version: Shows DXVK version.
  • api: Shows the D3D feature level used by the application. Does not work correctly for D3D10 at the moment.
  • compiler: Shows shader compiler activity

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

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:

  • 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.

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

State cache

DXVK 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.

The following environment variables can be used to control the cache:

  • DXVK_STATE_CACHE=0 Disables the state cache.
  • DXVK_STATE_CACHE_PATH=/some/directory Specifies a directory where to put the cache files. Defaults to the current working directory of the application.

Debugging

The following environment variables can be used for debugging purposes.

  • 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.
  • DXVK_LOG_LEVEL=none|error|warn|info|debug Controls message logging.
  • DXVK_LOG_PATH=/some/directory Changes path where log files are stored.
  • DXVK_CONFIG_FILE=/xxx/dxvk.conf Sets path to the configuration file.

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 and Ubuntu, 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++
Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].