2022-03-10 19:12:11 +00:00
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{ lib
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, pkgs
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2022-03-30 09:31:56 +00:00
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, stdenvNoCC
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2022-03-10 19:12:11 +00:00
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, fetchFromGitHub
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, pkgsCross
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}:
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2022-06-16 17:23:12 +00:00
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stdenvNoCC.mkDerivation (finalAttrs:
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let
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2023-01-11 07:51:40 +00:00
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inherit (stdenvNoCC.hostPlatform.uname) system;
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2022-06-16 17:23:12 +00:00
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# DXVK needs to be a separate derivation because it’s actually a set of DLLs for Windows that
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# needs to be built with a cross-compiler.
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dxvk32 = pkgsCross.mingw32.callPackage ./dxvk.nix {
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inherit (finalAttrs) src version dxvkPatches;
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};
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dxvk64 = pkgsCross.mingwW64.callPackage ./dxvk.nix {
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inherit (finalAttrs) src version dxvkPatches;
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2022-03-30 09:31:56 +00:00
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};
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2022-06-16 17:23:12 +00:00
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# Split out by platform to make maintenance easy in case supported versions on Darwin and other
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# platforms diverge (due to the need for Darwin-specific patches that would fail to apply).
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# Should that happen, set `darwin` to the last working `rev` and `hash`.
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srcs = rec {
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2022-12-28 21:21:41 +00:00
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darwin = {
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2022-06-16 17:23:12 +00:00
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rev = "v${finalAttrs.version}";
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2022-08-12 12:06:08 +00:00
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hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
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version = "1.10.3";
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2022-06-16 17:23:12 +00:00
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};
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2022-12-28 21:21:41 +00:00
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default = {
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rev = "v${finalAttrs.version}";
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hash = "sha256-mboVLdPgZMzmqyeF0jAloEz6xqfIDiY/X98e7l2KZnw=";
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version = "2.0";
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};
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2022-06-16 17:23:12 +00:00
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};
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in
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{
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2022-03-10 19:12:11 +00:00
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name = "dxvk";
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2022-03-30 09:31:56 +00:00
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inherit (srcs."${system}" or srcs.default) version;
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2022-03-10 19:12:11 +00:00
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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2022-03-30 09:31:56 +00:00
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inherit (srcs."${system}" or srcs.default) rev hash;
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2022-03-10 19:12:11 +00:00
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};
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# Override this to patch DXVK itself (rather than the setup script).
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2022-03-30 09:31:56 +00:00
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dxvkPatches = lib.optionals stdenvNoCC.isDarwin [
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# Patch DXVK to work with MoltenVK even though it doesn’t support some required features.
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# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
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./darwin-dxvk-compat.patch
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# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
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# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
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./darwin-thread-primitives.patch
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];
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2022-03-10 19:12:11 +00:00
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outputs = [ "out" "bin" "lib" ];
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# Also copy `mcfgthread-12.dll` due to DXVK’s being built in a MinGW cross environment.
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patches = [ ./mcfgthread.patch ];
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dontConfigure = true;
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dontBuild = true;
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installPhase = ''
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mkdir -p $out/bin $bin $lib
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2022-12-28 21:21:41 +00:00
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# Replace both basedir forms to support both DXVK 2.0 and older versions.
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2022-03-10 19:12:11 +00:00
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substitute setup_dxvk.sh $out/bin/setup_dxvk.sh \
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--subst-var-by mcfgthreads32 "${pkgsCross.mingw32.windows.mcfgthreads}" \
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--subst-var-by mcfgthreads64 "${pkgsCross.mingwW64.windows.mcfgthreads}" \
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2022-12-28 21:21:41 +00:00
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--replace 'basedir=$(dirname "$(readlink -f $0)")' "basedir=$bin" \
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--replace 'basedir="$(dirname "$(readlink -f "$0")")"' "basedir=$bin"
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2022-03-10 19:12:11 +00:00
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chmod a+x $out/bin/setup_dxvk.sh
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declare -A dxvks=( [x32]=${dxvk32} [x64]=${dxvk64} )
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for arch in "''${!dxvks[@]}"; do
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ln -s "''${dxvks[$arch]}/bin" $bin/$arch
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ln -s "''${dxvks[$arch]}/lib" $lib/$arch
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done
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'';
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meta = {
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description = "A Vulkan-based translation layer for Direct3D 9/10/11";
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homepage = "https://github.com/doitsujin/dxvk";
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changelog = "https://github.com/doitsujin/dxvk/releases";
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maintainers = [ lib.maintainers.reckenrode ];
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license = lib.licenses.zlib;
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2022-06-16 17:23:12 +00:00
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platforms = [ "x86_64-darwin" "i686-linux" "x86_64-linux" ];
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2022-03-10 19:12:11 +00:00
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};
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2022-06-16 17:23:12 +00:00
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})
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