depot/third_party/nixpkgs/pkgs/misc/dxvk/default.nix
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GitOrigin-RevId: 710fed5a2483f945b14f4a58af2cd3676b42d8c8
2022-03-30 11:31:56 +02:00

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{ lib
, pkgs
, hostPlatform
, stdenvNoCC
, fetchFromGitHub
, pkgsCross
}:
let
inherit (hostPlatform.uname) system;
# DXVK needs to be a separate derivation because its actually a set of DLLs for Windows that
# needs to be built with a cross-compiler.
dxvk32 = pkgsCross.mingw32.callPackage ./dxvk.nix { inherit (self) src version dxvkPatches; };
dxvk64 = pkgsCross.mingwW64.callPackage ./dxvk.nix { inherit (self) src version dxvkPatches; };
# Split out by platform to make maintenance easy in case supported versions on Darwin and other
# platforms diverge (due to the need for Darwin-specific patches that would fail to apply).
# Should that happen, set `darwin` to the last working `rev` and `hash`.
srcs = rec {
darwin = { inherit (default) rev hash version; };
default = {
rev = "v${self.version}";
hash = "sha256-+6PkrkamSvhCaGj2tq+RXri/yQ7vs0cAqgdRAFtU8UA=";
version = "1.10.1";
};
};
# Use the self pattern to support overriding `src` and `version` via `overrideAttrs`. A recursive
# attrset wouldnt work.
self = stdenvNoCC.mkDerivation {
name = "dxvk";
inherit (srcs."${system}" or srcs.default) version;
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
inherit (srcs."${system}" or srcs.default) rev hash;
};
# Override this to patch DXVK itself (rather than the setup script).
dxvkPatches = lib.optionals stdenvNoCC.isDarwin [
# Patch DXVK to work with MoltenVK even though it doesnt support some required features.
# Some games work poorly (particularly Unreal Engine 4 games), but others work pretty well.
./darwin-dxvk-compat.patch
# Use synchronization primitives from the C++ standard library to avoid deadlocks on Darwin.
# See: https://www.reddit.com/r/macgaming/comments/t8liua/comment/hzsuce9/
./darwin-thread-primitives.patch
];
outputs = [ "out" "bin" "lib" ];
# Also copy `mcfgthread-12.dll` due to DXVKs being built in a MinGW cross environment.
patches = [ ./mcfgthread.patch ];
dontConfigure = true;
dontBuild = true;
installPhase = ''
mkdir -p $out/bin $bin $lib
substitute setup_dxvk.sh $out/bin/setup_dxvk.sh \
--subst-var-by mcfgthreads32 "${pkgsCross.mingw32.windows.mcfgthreads}" \
--subst-var-by mcfgthreads64 "${pkgsCross.mingwW64.windows.mcfgthreads}" \
--replace 'basedir=$(dirname "$(readlink -f $0)")' "basedir=$bin"
chmod a+x $out/bin/setup_dxvk.sh
declare -A dxvks=( [x32]=${dxvk32} [x64]=${dxvk64} )
for arch in "''${!dxvks[@]}"; do
ln -s "''${dxvks[$arch]}/bin" $bin/$arch
ln -s "''${dxvks[$arch]}/lib" $lib/$arch
done
'';
# DXVK with MoltenVK requires a patched MoltenVK in addition to its own patches. Provide a
# convenience function to handle the necessary patching.
#
# Usage:
# let
# patchedMoltenVK = dxvk.patchMoltenVK darwin.moltenvk;
# in
# wine64Packages.full.override { moltenvk = patchedMoltenVK; vkd3dSupport = false; }
passthru.patchMoltenVK = moltenvk:
moltenvk.overrideAttrs (old: {
patches = old.patches or [ ] ++ [
# Apply MoltenVKs DXVK compatability patch. This is needed to fake support for certain
# extensions. There is no package for a patched MoltenVK to avoid any confusion by users
# whether they should use it. Except with DXVK, the answer is always no.
old.passthru.dxvkPatch
];
});
meta = {
description = "A Vulkan-based translation layer for Direct3D 9/10/11";
homepage = "https://github.com/doitsujin/dxvk";
changelog = "https://github.com/doitsujin/dxvk/releases";
maintainers = [ lib.maintainers.reckenrode ];
license = lib.licenses.zlib;
platforms = lib.platforms.unix;
};
};
in
self