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nixpkgs/pkgs/misc/dxvk/dxvk.nix
Artturin cab4a24c34 treewide: fix lints
Arg to lib.optional is a list

build time tool in buildInputs
2023-03-11 00:55:17 +02:00

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{ lib
, stdenv
, fetchFromGitHub
, glslang
, meson
, ninja
, windows
, dxvkVersion
, spirv-headers
, vulkan-headers
, SDL2
, glfw
, pkgsBuildHost
, sdl2Support ? true
, glfwSupport ? false
}:
# SDL2 and GLFW support are mutually exclusive.
assert !sdl2Support || !glfwSupport;
let
# DXVK 2.0+ no longer vendors certain dependencies. This derivation also needs to build on Darwin,
# which does not currently support DXVK 2.0, so adapt conditionally for this situation.
isDxvk2 = lib.versionAtLeast (srcs.${dxvkVersion}.version) "2.0";
# DXVK has effectively the same build script regardless of platform.
srcs = {
"1.10" = rec {
version = "1.10.3";
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
rev = "v${version}";
hash = "sha256-T93ZylxzJGprrP+j6axZwl2d3hJowMCUOKNjIyNzkmE=";
};
# These patches are required when using DXVK with Wine on Darwin.
patches = lib.optionals stdenv.buildPlatform.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
];
};
"2.1" = rec {
version = "2.1";
src = fetchFromGitHub {
owner = "doitsujin";
repo = "dxvk";
rev = "v${version}";
hash = "sha256-A4KR11brfQbR56dGt371MRwMN/H6HFAU8TlFC97/bRs=";
fetchSubmodules = true; # Needed for the DirectX headers and libdisplay-info
};
patches = [ ];
};
};
isWindows = stdenv.targetPlatform.uname.system == "Windows";
isCross = stdenv.hostPlatform != stdenv.targetPlatform;
in
stdenv.mkDerivation {
pname = "dxvk";
inherit (srcs.${dxvkVersion}) version src patches;
nativeBuildInputs = [ glslang meson ninja ];
buildInputs = lib.optionals isWindows [ windows.pthreads ]
++ lib.optionals isDxvk2 (
[ spirv-headers vulkan-headers ]
++ lib.optional (!isWindows && sdl2Support) SDL2
++ lib.optional (!isWindows && glfwSupport) glfw
);
postPatch = lib.optionalString isDxvk2 ''
substituteInPlace "subprojects/libdisplay-info/tool/gen-search-table.py" \
--replace "/usr/bin/env python3" "${lib.getBin pkgsBuildHost.python3}/bin/python3"
'';
# Build with the Vulkan SDK in nixpkgs.
preConfigure = ''
rm -rf include/spirv/include include/vulkan/include
mkdir -p include/spirv/include include/vulkan/include
'';
mesonFlags =
let
arch = if stdenv.is32bit then "32" else "64";
in
[
"--buildtype" "release"
"--prefix" "${placeholder "out"}"
]
++ lib.optionals isCross [ "--cross-file" "build-win${arch}.txt" ]
++ lib.optional glfwSupport "-Ddxvk_native_wsi=glfw";
doCheck = isDxvk2 && !isCross;
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.windows ++ lib.optionals isDxvk2 lib.platforms.linux;
};
}