5e7c2d6cef
GitOrigin-RevId: f99e5f03cc0aa231ab5950a15ed02afec45ed51a
57 lines
1.6 KiB
Nix
57 lines
1.6 KiB
Nix
{ lib
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, stdenv
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, fetchFromGitHub
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, glslang
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, meson
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, ninja
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, windows
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, pkgsBuildHost
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, enableMoltenVKCompat ? false
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}:
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let
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isCross = stdenv.hostPlatform != stdenv.targetPlatform;
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in
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stdenv.mkDerivation (finalAttrs: {
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pname = "dxvk";
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version = "1.10.3";
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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rev = "v${finalAttrs.version}";
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hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
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};
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# These patches are required when using DXVK with Wine on Darwin.
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patches = lib.optionals enableMoltenVKCompat [
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# Patch DXVK to work with MoltenVK even though it doesn’t support some required features.
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# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
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./darwin-dxvk-compat.patch
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# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
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# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
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./darwin-thread-primitives.patch
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];
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nativeBuildInputs = [ glslang meson ninja ];
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buildInputs = [ windows.pthreads ];
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mesonFlags =
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let
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arch = if stdenv.is32bit then "32" else "64";
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in
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[
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"--buildtype" "release"
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"--prefix" "${placeholder "out"}"
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]
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++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ];
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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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platforms = lib.platforms.windows;
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};
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})
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