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VKD3D-Proton

VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan. The project serves as the development effort for Direct3D 12 support in Proton.

Upstream

The original project is available at WineHQ.

Priorities

Performance and compatibility are important targets, at the expense of compatibility with older drivers and systems. Modern Vulkan extensions and features are aggressively made use of to improve performance and compatibility. It is recommended to use the very latest drivers you can get your hands on for the best experience. Backwards compatibility with the vkd3d standalone API is not a goal of this project.


Cloning the repo

To clone the repo you should run:

git clone --recursive https://github.com/HansKristian-Work/vkd3d-proton

in order to pull in all the submodules which are needed for building.

Building VKD3D

Requirements:

  • wine (for widl) [for native builds]
    • On Windows this may be substituted for Strawberry Perl as it ships widl and is easy to find and install -- although this dependency may be eliminated in the future.
  • Meson build system (at least version 0.51)
  • glslang compiler
  • Mingw-w64 compiler, headers and tools (at least version 7.0) [for cross-builds for d3d12.dll which are default]

Building:

The simple way

Inside the VKD3D directory, run:

./package-release.sh master /your/target/directory --no-package

This will create a folder vkd3d-master in /your/target/directory, which contains both 32-bit and 64-bit versions of VKD3D, which can be set up in the same way as the release versions as noted above.

If you want to build natively (ie. for libvkd3d.so), pass --native to the build script. This option will make it build using your system's compilers.

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 VKD3D:

# change to build.86 for 32-bit
cd /your/target/directory/build.64
ninja install

Compiling manually (cross for d3d12.dll, default)

# 64-bit build.
meson --cross-file build-win64.txt -Denable_standalone_d3d12=True --buildtype release --prefix /your/vkd3d/directory build.64
cd build.64
ninja install

# 32-bit build
meson --cross-file build-win32.txt -Denable_standalone_d3d12=True  --buildtype release --prefix /your/vkd3d/directory build.86
cd build.86
ninja install

Compiling manually (native)

# 64-bit build.
meson --buildtype release --prefix /your/vkd3d/directory build.64
cd build.64
ninja install

# 32-bit build
meson --cross-file x86-linux-gnu --buildtype release --prefix /your/vkd3d/directory build.86
cd build.86
ninja install

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.

Environment variables

Most of the environment variables used by VKD3D are for debugging purposes. The environment variables are not considered a part of API and might be changed or removed in the future versions of VKD3D.

Some of debug variables are lists of elements. Elements must be separated by commas or semicolons.

  • VKD3D_CONFIG - a list of options that change the behavior of libvkd3d.
    • vk_debug - enables Vulkan debug extensions and loads validation layer.
  • VKD3D_DEBUG - controls the debug level for log messages produced by libvkd3d. Accepts the following values: none, err, fixme, warn, trace.
  • VKD3D_SHADER_DEBUG - controls the debug level for log messages produced by libvkd3d-shader. See VKD3D_DEBUG for accepted values.
  • VKD3D_LOG_FILE - If set, redirects VKD3D_DEBUG logging output to a file instead.
  • VKD3D_VULKAN_DEVICE - a zero-based device index. Use to force the selected Vulkan device.
  • VKD3D_DISABLE_EXTENSIONS - a list of Vulkan extensions that libvkd3d should not use even if available.
  • VKD3D_TEST_DEBUG - enables additional debug messages in tests. Set to 0, 1 or 2.
  • VKD3D_TEST_FILTER - a filter string. Only the tests whose names matches the filter string will be run, e.g. VKD3D_TEST_FILTER=clear_render_target. Useful for debugging or developing new tests.
  • VKD3D_TEST_PLATFORM - can be set to "wine", "windows" or "other". The test platform controls the behavior of todo(), todo_if(), bug_if() and broken() conditions in tests.
  • VKD3D_TEST_BUG - set to 0 to disable bug_if() conditions in tests.
  • VKD3D_PROFILE_PATH - If profiling is enabled in the build, a profiling block is emitted to ${VKD3D_PROFILE_PATH}.${pid}.

CPU profiling (development)

Pass -Denable_profiling=true to Meson to enable a profiled build. With a profiled build, use VKD3D_PROFILE_PATH environment variable. The profiling dumps out a binary blob which can be analyzed with programs/vkd3d-profile.py. The profile is a trivial system which records number of iterations and total ticks (ns) spent. It is easy to instrument parts of code you are working on optimizing.

Advanced shader debugging

These features are only meant to be used by vkd3d-proton developers. For any builtin RenderDoc related functionality pass -Denable_renderdoc=true to Meson.

  • VKD3D_SHADER_DUMP_PATH - path where shader bytecode is dumped. Bytecode is dumped in format of $hash.{spv,dxbc,dxil}.
  • VKD3D_SHADER_OVERRIDE - path to where overridden shaders can be found. If application is creating a pipeline with $hash and $VKD3D_SHADER_OVERRIDE/$hash.spv exists, that SPIR-V file will be used instead.
  • VKD3D_AUTO_CAPTURE_SHADER - If this is set to a shader hash, and the RenderDoc layer is enabled, vkd3d-proton will automatically make a capture when a specific shader is encountered.
  • VKD3D_AUTO_CAPTURE_COUNTS - A comma-separated list of indices. This can be used to control which queue submissions to capture. E.g., use VKD3D_AUTO_CAPTURE_COUNTS=0,4,10 to capture the 0th (first submission), 4th and 10th submissions which are candidates for capturing.

If only VKD3D_AUTO_CAPTURE_COUNTS is set, any queue submission is considered for capturing. If only VKD3D_AUTO_CAPTURE_SHADER is set, VKD3D_AUTO_CAPTURE_COUNTS is considered to be equal to "0", i.e. a capture is only made on first encounter with the target shader. If both are set, the capture counter is only incremented and considered when a submission contains the use of the target shader.

Shader logging

It is possible to log the output of replaced shaders, essentially a custom shader printf. To enable this feature, VK_KHR_buffer_device_address must be supported. First, use VKD3D_SHADER_DEBUG_RING_SIZE_LOG2=28 for example to set up a 256 MiB ring buffer in host memory. Since this buffer is allocated in host memory, feel free to make it as large as you want, as it does not consume VRAM. A worker thread will read the data as it comes in and log it. There is potential here to emit more structured information later. The main reason this is implemented instead of the validation layer printf system is run-time performance, and avoids any possible accidental hiding of bugs by introducing validation layers which add locking, etc. Using debugPrintEXT is also possible if that fits better with your debugging scenario. With this shader replacement scheme, we're able to add shader logging as unintrusive as possible.

Replaced shaders will need to include debug_channel.h from include/shader-debug. Use glslc -I/path/to/vkd3d-proton/include/shader-debug --target-env=vulkan1.1 when compiling replaced shaders.

void DEBUG_CHANNEL_INIT(uvec3 ID);

is used somewhere in your replaced shader. This should be initialized with gl_GlobalInvocationID or similar. This ID will show up in the log. For each subgroup which calls DEBUG_CHANNEL_INIT, an instance counter is generated. This allows you to correlate several messages which all originate from the same instance counter, which is logged alongside the ID. An invocation can be uniquely identified with the instance + DEBUG_CHANNEL_INIT id. DEBUG_CHANNEL_INIT can be called from non-uniform control flow, as it does not use barrier() or similar constructs. It can also be used in vertex and fragment shaders for this reason.

void DEBUG_CHANNEL_MSG();
void DEBUG_CHANNEL_MSG(uint v0);
void DEBUG_CHANNEL_MSG(uint v0, uint v1, ...); // Up to 4 components, can be expanded as needed up to 16.
void DEBUG_CHANNEL_MSG(int v0);
void DEBUG_CHANNEL_MSG(int v0, int v1, ...); // Up to 4 components, ...
void DEBUG_CHANNEL_MSG(float v0);
void DEBUG_CHANNEL_MSG(float v0, float v1, ...); // Up to 4 components, ...

These functions log, formatting is #%x for uint, %d for int and %f for float type.