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apps (iPhone OS 2.0–3.1.3) on PC, supporting macOS, Linux, and Windows.",{"description":275,"readmeHtml":276},"DXVK is a Vulkan-based translation layer for Direct3D 8\u002F9\u002F10\u002F11 that lets D3D games run on Linux and Wine, and serves as a reusable rendering backend for native ports.","\u003Ch2 id=\"project-overview\">Project Overview\u003C\u002Fh2>\u003Cp>DXVK turns Direct3D 8\u002F9\u002F10\u002F11 draw calls into Vulkan commands, sitting between the game and the driver as a set of replacement DLLs. A game still loads \u003Ccode>d3d11.dll\u003C\u002Fcode> or \u003Ccode>d3d9.dll\u003C\u002Fcode>, but the code that runs is DXVK&#39;s translation layer, and the Vulkan driver takes it from there to the GPU. It started as a way to run Windows games under Wine and is now also used as a rendering backend for native ports.\u003C\u002Fp>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Item\u003C\u002Fth>\n\u003Cth>Value\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>Platform\u003C\u002Ftd>\n\u003Ctd>Linux and Wine, with a Windows build\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Language \u002F Build\u003C\u002Ftd>\n\u003Ctd>C++17, Meson 0.58 or newer\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Translated APIs\u003C\u002Ftd>\n\u003Ctd>D3D8, D3D9, D3D10, D3D11, DXGI\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Target API\u003C\u002Ftd>\n\u003Ctd>Vulkan 1.3\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Version \u002F License\u003C\u002Ftd>\n\u003Ctd>3.1.1 \u002F zlib\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Cblockquote>\n\u003Cp>D3D games think they are on Windows while actually running on Vulkan.\u003C\u002Fp>\n\u003C\u002Fblockquote>\n\u003Ch2 id=\"core-capabilities\">Core Capabilities\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>D3D9 translation\u003C\u002Fstrong>: handles the fixed-function pipeline and shader models used by a large body of 2000s games\u003C\u002Fli>\n\u003Cli>\u003Cstrong>D3D11 translation\u003C\u002Fstrong>: powers DX11 titles through \u003Ccode>d3d11.dll\u003C\u002Fcode> and \u003Ccode>dxgi.dll\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>DXGI presentation\u003C\u002Fstrong>: swap chains, fullscreen transitions, and frame rate limits are handled by \u003Ccode>dxgi.dll\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>State merging\u003C\u002Fstrong>: collapses redundant pipeline and descriptor bindings to cut per-frame CPU submission cost\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Shader cache\u003C\u002Fstrong>: compiled results are cached on disk at a path set by \u003Ccode>DXVK_SHADER_CACHE_PATH\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>HUD diagnostics\u003C\u002Fstrong>: \u003Ccode>DXVK_HUD\u003C\u002Fcode> exposes counters such as \u003Ccode>fps\u003C\u002Fcode>, \u003Ccode>frametimes\u003C\u002Fcode>, \u003Ccode>drawcalls\u003C\u002Fcode>, \u003Ccode>pipelines\u003C\u002Fcode>, and \u003Ccode>memory\u003C\u002Fcode>\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"integration\">Integration\u003C\u002Fh2>\u003Ch3 id=\"wine-prefixes\">Wine prefixes\u003C\u002Fh3>\u003Cp>Copy the DLLs from the release package into the matching prefix folders, then add \u003Ccode>native\u003C\u002Fcode> overrides for \u003Ccode>d3d8\u003C\u002Fcode>, \u003Ccode>d3d9\u003C\u002Fcode>, \u003Ccode>d3d10core\u003C\u002Fcode>, \u003Ccode>d3d11\u003C\u002Fcode>, and \u003Ccode>dxgi\u003C\u002Fcode> on the Libraries tab of \u003Ccode>winecfg\u003C\u002Fcode>:\u003C\u002Fp>\n\u003Cdiv class=\"code-block\">\u003Cpre>\u003Ccode class=\"hljs\">export WINEPREFIX=\u002Fpath\u002Fto\u002Fwineprefix\ncp x64\u002F*.dll $WINEPREFIX\u002Fdrive_c\u002Fwindows\u002Fsystem32\ncp x32\u002F*.dll $WINEPREFIX\u002Fdrive_c\u002Fwindows\u002Fsyswow64\nwinecfg\u003C\u002Fcode>\u003C\u002Fpre>\u003C\u002Fdiv>\u003Cp>A single API only needs part of that set:\u003C\u002Fp>\n\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>API\u003C\u002Fth>\n\u003Cth>Required DLLs\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>d3d8\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>d3d8.dll\u003C\u002Fcode>, \u003Ccode>d3d9.dll\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>d3d9\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>d3d9.dll\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>d3d10\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>d3d10core.dll\u003C\u002Fcode>, \u003Ccode>d3d11.dll\u003C\u002Fcode>, \u003Ccode>dxgi.dll\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>d3d11\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>d3d11.dll\u003C\u002Fcode>, \u003Ccode>dxgi.dll\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Ch3 id=\"steam-launch-options\">Steam launch options\u003C\u002Fh3>\u003Cp>Proton already ships DXVK, so appending environment variables to the launch options is enough, since key-value pairs before \u003Ccode>%command%\u003C\u002Fcode> apply before the game process starts:\u003C\u002Fp>\n\u003Cdiv class=\"code-block\">\u003Cpre>\u003Ccode class=\"hljs\">DXVK_HUD=devinfo,fps DXVK_FILTER_DEVICE_NAME=\"AMD RADV\" %command%\u003C\u002Fcode>\u003C\u002Fpre>\u003C\u002Fdiv>\u003Ch3 id=\"launchers-and-native-ports\">Launchers and native ports\u003C\u002Fh3>\u003Cp>Lutris, Bottles, and Heroic place the DLLs and overrides automatically once the DXVK option is enabled; for native ports built on DXVK Native, \u003Ccode>DXVK_WSI_DRIVER\u003C\u002Fcode> must explicitly select the \u003Ccode>SDL3\u003C\u002Fcode>, \u003Ccode>SDL2\u003C\u002Fcode>, or \u003Ccode>GLFW\u003C\u002Fcode> window backend.\u003C\u002Fp>\n\u003Ch2 id=\"use-cases\">Use Cases\u003C\u002Fh2>\u003Cul>\n\u003Cli>Running Windows games on Linux through Wine or Proton\u003C\u002Fli>\n\u003Cli>Managing a game library with Lutris, Bottles, or Heroic\u003C\u002Fli>\n\u003Cli>Reusing an existing D3D rendering backend while porting a game\u003C\u002Fli>\n\u003Cli>Diagnosing rendering issues with the HUD and tiered logs\u003C\u002Fli>\n\u003Cli>Pinning a specific GPU on multi-GPU machines\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"environment-requirements\">Environment Requirements\u003C\u002Fh2>\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Item\u003C\u002Fth>\n\u003Cth>Requirement\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>OS\u003C\u002Ftd>\n\u003Ctd>Linux or a Wine prefix, with a Windows build also published\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Graphics API\u003C\u002Ftd>\n\u003Ctd>A driver supporting Vulkan 1.3 or newer\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Runtime\u003C\u002Ftd>\n\u003Ctd>A Vulkan-capable GPU driver, including 32-bit ICDs\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Build tools\u003C\u002Ftd>\n\u003Ctd>wine 10.0, Meson 0.58, Mingw-w64 10.0, glslang\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Permissions\u003C\u002Ftd>\n\u003Ctd>Write access to \u003Ccode>system32\u003C\u002Fcode> and \u003Ccode>syswow64\u003C\u002Fcode> in the target prefix\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Ch2 id=\"notes\">Notes\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>Multiplayer risk\u003C\u002Fstrong>: replacing D3D libraries in online games may be treated as cheating and can get an account banned\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Device filter\u003C\u002Fstrong>: \u003Ccode>DXVK_FILTER_DEVICE_NAME\u003C\u002Fcode> matches substrings, and a wrong value can filter out every device so no D3D device can be created\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Compile stalls\u003C\u002Fstrong>: drivers with \u003Ccode>VK_EXT_graphics_pipeline_library\u003C\u002Fcode> precompile at load time, which can keep a weak CPU busy for a long stretch\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Log location\u003C\u002Fstrong>: on Windows logs land in the game working directory, while on Linux \u003Ccode>DXVK_LOG_PATH\u003C\u002Fcode> must be set\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Full removal\u003C\u002Fstrong>: delete the DLLs and overrides, then run \u003Ccode>wineboot -u\u003C\u002Fcode> to restore the originals\u003C\u002Fli>\n\u003C\u002Ful>\n",1794593623079]