{ lib , pkgs , hostPlatform , stdenvNoCC , fetchFromGitHub , pkgsCross }: let inherit (hostPlatform.uname) system; # DXVK needs to be a separate derivation because it’s 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${self.version}"; hash = "sha256-+6PkrkamSvhCaGj2tq+RXri/yQ7vs0cAqgdRAFtU8UA="; version = "1.10.1"; }; }; # Use the self pattern to support overriding `src` and `version` via `overrideAttrs`. A recursive # attrset wouldn’t work. self = stdenvNoCC.mkDerivation { name = "dxvk"; inherit (srcs."${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 doesn’t 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 DXVK’s 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 MoltenVK’s 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