8a45d4525b
GitOrigin-RevId: 710fed5a2483f945b14f4a58af2cd3676b42d8c8
101 lines
3.8 KiB
Nix
101 lines
3.8 KiB
Nix
{ lib
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, pkgs
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, hostPlatform
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, stdenvNoCC
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, fetchFromGitHub
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, pkgsCross
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}:
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let
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inherit (hostPlatform.uname) system;
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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 { inherit (self) src version dxvkPatches; };
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dxvk64 = pkgsCross.mingwW64.callPackage ./dxvk.nix { inherit (self) src version dxvkPatches; };
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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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darwin = { inherit (default) rev hash version; };
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default = {
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rev = "v${self.version}";
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hash = "sha256-+6PkrkamSvhCaGj2tq+RXri/yQ7vs0cAqgdRAFtU8UA=";
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version = "1.10.1";
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};
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};
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# Use the self pattern to support overriding `src` and `version` via `overrideAttrs`. A recursive
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# attrset wouldn’t work.
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self = stdenvNoCC.mkDerivation {
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name = "dxvk";
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inherit (srcs."${system}" or srcs.default) version;
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src = fetchFromGitHub {
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owner = "doitsujin";
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repo = "dxvk";
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inherit (srcs."${system}" or srcs.default) rev hash;
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};
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# Override this to patch DXVK itself (rather than the setup script).
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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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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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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 "${pkgsCross.mingwW64.windows.mcfgthreads}" \
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--replace 'basedir=$(dirname "$(readlink -f $0)")' "basedir=$bin"
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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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# DXVK with MoltenVK requires a patched MoltenVK in addition to its own patches. Provide a
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# convenience function to handle the necessary patching.
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#
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# Usage:
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# let
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# patchedMoltenVK = dxvk.patchMoltenVK darwin.moltenvk;
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# in
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# wine64Packages.full.override { moltenvk = patchedMoltenVK; vkd3dSupport = false; }
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passthru.patchMoltenVK = moltenvk:
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moltenvk.overrideAttrs (old: {
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patches = old.patches or [ ] ++ [
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# Apply MoltenVK’s DXVK compatability patch. This is needed to fake support for certain
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# extensions. There is no package for a patched MoltenVK to avoid any confusion by users
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# whether they should use it. Except with DXVK, the answer is always no.
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old.passthru.dxvkPatch
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];
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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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platforms = lib.platforms.unix;
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};
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};
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in
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self
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