From 9e2ecaf7f4625e56ae388fb27587341636047172 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Thu, 2 May 2019 16:02:35 +0200 Subject: [PATCH] readme: Update build requirements. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- README | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/README b/README index bec91a94..be329e19 100644 --- a/README +++ b/README @@ -9,14 +9,14 @@ similar, but not identical, to Direct3D 12. Building vkd3d ============== -Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.1.88). +Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.1.101). Vkd3d generates some of its headers from IDL files. If you are using the release tarballs, then these headers are pre-generated and are included. If you are building from git, then they will be generated at build-time using widl. By default, vkd3d will use the widl found in `PATH'. If widl is not -available or is not recent (>= 3.0 or so), then you can build Wine with -`make tools/widl' to avoid building all of Wine. You can then point vkd3d's +available or is not recent (>= 3.20), then you can build Wine with `make +tools/widl' to avoid building all of Wine. You can then point vkd3d's configure at that widl binary with `WIDL="/path/to/widl"'. ===========