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51abec8c99
Useful to know which tests on which backends were skipped.
165 lines
6.8 KiB
Plaintext
165 lines
6.8 KiB
Plaintext
=============================
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The vkd3d 3D Graphics Library
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=============================
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Vkd3d is a 3D graphics library built on top of Vulkan. It has an API very
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similar, but not identical, to Direct3D 12.
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==============
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Building vkd3d
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==============
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Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.3.228).
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Vkd3d generates some of its headers from IDL files. If you are using the
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release tarballs, then these headers are pre-generated and are included. If
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you are building from git, then they will be generated at build-time using
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widl. By default, vkd3d will use the widl found in `PATH'. If widl is not
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available or is not recent (>= 3.21), then you can build Wine with `make
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tools/widl/widl' to avoid building all of Wine. You can then point vkd3d's
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configure at that widl binary with `WIDL="/path/to/widl"'.
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For release builds, you may want to define NDEBUG. If you do not need debug log
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messages, you may also consider VKD3D_NO_TRACE_MESSAGES and
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VKD3D_NO_DEBUG_MESSAGES. For example, you can pass `CPPFLAGS="-DNDEBUG
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-DVKD3D_NO_TRACE_MESSAGES"' to configure.
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===========
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Using vkd3d
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===========
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Vkd3d can be used by projects that target Direct3D 12 as a drop-in replacement
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at build-time with some modest source modifications.
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If vkd3d is available when building Wine, then Wine will use it to support
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Direct3D 12 applications.
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=====================
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Environment variables
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=====================
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Most of the environment variables used by vkd3d are for debugging purposes. The
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environment variables are not considered a part of API and might be changed or
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removed in the future versions of vkd3d.
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Some of debug variables are lists of elements. Elements must be separated by
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commas or semicolons.
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* NO_COLOR - this is an alias of NO_COLOUR.
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* NO_COLOUR - when set, vkd3d-compiler and vkd3d-dxbc will default to
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monochrome output, even when the output supports colour.
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* VKD3D_CONFIG - a list of options that change the behavior of libvkd3d.
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* virtual_heaps - Create descriptors for each D3D12 root signature
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descriptor range instead of entire descriptor heaps. Useful when push
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constant or bound descriptor limits are exceeded.
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* vk_debug - enables Vulkan debug extensions.
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* VKD3D_DEBUG - controls the debug level for log messages produced by
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libvkd3d. Accepts the following values: none, err, fixme, warn, trace.
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* VKD3D_VULKAN_DEVICE - a zero-based device index. Use to force the selected
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Vulkan device.
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* VKD3D_DISABLE_EXTENSIONS - a list of Vulkan extensions that libvkd3d should
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not use even if available.
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* VKD3D_SHADER_CONFIG - a list of options that change the behavior of
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libvkd3d-shader.
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* force_validation - Enable (additional) validation of libvkd3d-shader's
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internal representation of shaders.
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* VKD3D_SHADER_DEBUG - controls the debug level for log messages produced by
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libvkd3d-shader. See VKD3D_DEBUG for accepted values.
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* VKD3D_SHADER_DUMP_PATH - path where shader bytecode is dumped.
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* VKD3D_TEST_DEBUG - enables additional debug messages in tests. Set to 0, 1
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or 2.
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* VKD3D_TEST_DETAILED - enables printing detailed output when running the test
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suite, reporting specific shader_test lines that trigger XFAIL and SKIP even
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on tests that overall PASS. Set to 0, or 1.
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* VKD3D_TEST_FILTER - a filter string. Only the tests whose names matches the
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filter string will be run, e.g. VKD3D_TEST_FILTER=clear_render_target.
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Useful for debugging or developing new tests.
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* VKD3D_TEST_PLATFORM - can be set to "wine", "windows" or "other". The test
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platform controls the behavior of todo(), todo_if(), bug_if() and broken()
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conditions in tests.
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* VKD3D_TEST_SKIP_DXC - when set, tests requiring the dxcompiler library will
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be skipped.
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* VKD3D_TEST_BUG - set to 0 to disable bug_if() conditions in tests.
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If the configuration defines 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', Shader
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Runner attempts to load libdxcompiler.so or dxcompiler.dll to compile test
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shaders in Shader Model 6. LD_LIBRARY_PATH (linux), WINEPATH (wine) or PATH
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(native windows) should include the location of dxcompiler if SM 6 shader
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tests are desired. If dxcompiler is not found, Shader Runner will compile the
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test shaders only in earlier shader models. The DXC source does not contain
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code for adding DXBC checksums, so the official release should be installed
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from:
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https://github.com/microsoft/DirectXShaderCompiler/releases
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================
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Developing vkd3d
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================
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Development of vkd3d happens on the Wine GitLab instance
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(https://gitlab.winehq.org/wine/vkd3d/). Contributors are encouraged
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to submit their patches using the merge request tool.
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Each merge request is automatically tested with the GitLab CI
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system. See gitlab/README in the Git tree for more details.
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============================
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Testing with the Agility SDK
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============================
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Traditionally Microsoft have released the Direct3D 12 development files,
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including the debug layer runtime, as part of the larger Windows SDK.
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In 2021 the DirectX 12 Agility SDK was introduced, which may be updated
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independently of the Windows SDK. If you plan to run the vkd3d
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crosstests with Microsoft's debug layer you might want to get it from
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the Agility SDK, both because it's probably going to be more up-to-date
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and because the Agility SDK is a couple dozens of megabytes versus the
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gigabytes of the Windows SDK.
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In order to build the vkd3d crosstests with Agility SDK support, follow
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these steps:
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* The Agility SDK is distributed at [1]: select your preferred
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version (likely the most recent one) and note the number in column
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D3D12SDKVersion, which you're going to need later.
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[1] https://devblogs.microsoft.com/directx/directx12agility/
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* You also need to enable the "Graphics Tools" optional feature in Windows.
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Open the "Settings" applications, then look for "Apps", "Optional features",
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"View features" and install "Graphics Tools".
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* Configure vkd3d with something like:
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'CROSSCC64="x86_64-w64-mingw32-gcc -DVKD3D_AGILITY_SDK_VERSION=<version>"',
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as well as the equivalent CROSSCC32 variable for the 32-bit
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crosstests. You'll have to replace '<version>' with the
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D3D12SDKVersion number you noted above. Then build the crosstests
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with 'make crosstest' as usual.
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* Download the Agility SDK NuGet package, which is essentially a ZIP
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file with a .nupkg extension. Extract d3d12core.dll and
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d3d12sdklayers.dll for your architecture, and put them in the
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directory containing the crosstest executables.
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* Now you can run the crosstests, possibly with arguments
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'--validate' and '--gbv' to enable the debug layers. They will use
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the runtime from the Agility SDK.
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* It's also possible to use '-DVKD3D_AGILITY_SDK_PATH=/path/to/sdk/' to
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specify the directory to load the Agility SDK DLLs from at runtime.
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If relative, the path is intended to be relative to the executable
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path. If unspecified the path defaults to './'.
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