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Direct3D to Vulkan translation library
205a41aaaa
In preparation for the following commmit. Sequence numbers allows us to more easily track progress on queues in comparison to tracking each VkFence individually. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> |
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bin | ||
crosslibs | ||
demos | ||
include | ||
libs | ||
m4 | ||
programs/vkd3d-compiler | ||
tests | ||
.gitignore | ||
ANNOUNCE | ||
AUTHORS | ||
autogen.sh | ||
configure.ac | ||
COPYING | ||
INSTALL | ||
LICENSE | ||
Makefile.am | ||
README |
============================= The vkd3d 3D Graphics Library ============================= Vkd3d is a 3D graphics library built on top of Vulkan. It has an API very similar, but not identical, to Direct3D 12. ============== Building vkd3d ============== 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 (>= 3.20), 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"'. =========== Using vkd3d =========== Vkd3d can be used by projects that target Direct3D 12 as a drop-in replacement at build-time with some modest source modifications. If vkd3d is available when building Wine, then Wine will use it to support Direct3D 12 applications.