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Vulkan-based D3D11 and D3D10 implementation for Linux / Wine
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.github/ISSUE_TEMPLATE Update issue templates Jul 30, 2019
include [meta] Update SPIR-V headers Jul 11, 2019
lib [build] reduce the number of d3dcompiler versions Aug 15, 2018
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src Fixed crash when log file was not specified Oct 3, 2019
tests [d3d11] Query format support in d3d11-formats test Sep 17, 2019
LICENSE [meta] It's 2019! Jan 13, 2019 Updated readme to reflect new keybinds and website functionality Sep 28, 2019
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dxvk.conf [d3d11] Remove d3d11.asyncPresent option Aug 4, 2019 [meta] Release 1.4.1 Sep 27, 2019
meson_options.txt [build] Add options to disable dxgi/d3d* build May 15, 2019 [meta] Add option to preserve build directories to Feb 25, 2019 [build] Extract version number from git if available Jul 11, 2018

MangoHud Specific

  • DXVK_HUD_OFFSET_X Set X offset of the DVXK Hud.
  • DXVK_HUD_OFFSET_Y Set Y offset of the DVXK Hud.
  • DXVK_LOG_TO_FILE Turn on logging and select path/filename (Fps,Cpu load,Gpu load)
  • Logging Gpu load requires either mangogpuload or gpuload hud options

Hud options

  • mangogpuload : Shows current gpu load.
  • mangocpuload : Shows current cpu load.


  • F2 : Toggle Logging on/off
  • F12 : Toggle Hud on/off

MangoLog file

When you press F2, a file is created with your chosen name + date/time stamp. this file can be uploaded to to create graphs automatically. you can share the created page with others, just link it.

Multiple log files

It's possible to upload multiple files, you can rename them to your preferred names and upload them in a batch. The graphs will then use those names in the data.


A Vulkan-based translation layer for Direct3D 10/11 which allows running 3D applications on Linux using Wine.

For the current status of the project, please refer to the project wiki.

How to use

In order to install a DXVK package obtained from the release page into a given wine prefix, run the following commands from within the DXVK directory:

export WINEPREFIX=/path/to/.wine-prefix
./ install

This will copy the DLLs into the system32 and syswow64 directories of your wine prefix and set up the required DLL overrides. Pure 32-bit prefixes are also supported.

The setup script optionally takes the following arguments:

  • --symlink: Create symbolic links to the DLL files instead of copying them. This is especially useful for development.
  • --without-dxgi: Do not install DXVK's DXGI implementation and use the one provided by wine instead. This is necessary for both vkd3d and DXVK to work within the same wine prefix.

Verify that your application uses DXVK instead of wined3d by checking for the presence of the log file d3d11.log in the application's directory, or by enabling the HUD (see notes below).

In order to remove DXVK from a prefix, run the following command:

export WINEPREFIX=/path/to/.wine-prefix
./ uninstall

Build instructions


Building DLLs

The simple way

Inside the DXVK directory, run:

./ master /your/target/directory --no-package

This will create a folder dxvk-master in /your/target/directory, which contains both 32-bit and 64-bit versions of DXVK, which can be set up in the same way as the release versions as noted above.

In order to preserve the build directories for development, pass --dev-build to the script. This option implies --no-package. After making changes to the source code, you can then do the following to rebuild DXVK:

# change to build.32 for 32-bit
cd /your/target/directory/build.64
ninja install

A winelib build can be created by adding the --winelib argument.

Compiling manually

# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
meson --cross-file build-win64.txt --buildtype release --prefix /your/dxvk/directory build.w64
cd build.w64
ninja install

The D3D10, D3D11 and DXGI DLLs will be located in /your/dxvk/directory/bin. Setup has to be done manually in this case.

Notes on Vulkan drivers

Before reporting an issue, please check the Wiki page on the current driver status and make sure you run a recent enough driver version for your hardware.

Online multi-player games

Manipulation of Direct3D libraries in multi-player games may be considered cheating and can get your account banned. This may also apply to single-player games with an embedded or dedicated multiplayer portion. Use at your own risk.


The DXVK_HUD environment variable controls a HUD which can display the framerate and some stat counters. It accepts a comma-separated list of the following options:

  • devinfo: Displays the name of the GPU and the driver version.
  • fps: Shows the current frame rate.
  • frametimes: Shows a frame time graph.
  • submissions: Shows the number of command buffers submitted per frame.
  • drawcalls: Shows the number of draw calls and render passes per frame.
  • pipelines: Shows the total number of graphics and compute pipelines.
  • memory: Shows the amount of device memory allocated and used.
  • gpuload: Shows estimated GPU load. May be inaccurate.
  • version: Shows DXVK version.
  • api: Shows the D3D feature level used by the application. Does not work correctly for D3D10 at the moment.

Additionally, DXVK_HUD=1 has the same effect as DXVK_HUD=devinfo,fps, and DXVK_HUD=full enables all available HUD elements.

Device filter

Some applications do not provide a method to select a different GPU. In that case, DXVK can be forced to use a given device:

  • DXVK_FILTER_DEVICE_NAME="Device Name" Selects devices with a matching Vulkan device name, which can be retrieved with tools such as vulkaninfo. Matches on substrings, so "VEGA" or "AMD RADV VEGA10" is supported if the full device name is "AMD RADV VEGA10 (LLVM 9.0.0)", for example. If the substring matches more than one device, the first device matched will be used.

Note: If the device filter is configured incorrectly, it may filter out all devices and applications will be unable to create a D3D device.

State cache

DXVK caches pipeline state by default, so that shaders can be recompiled ahead of time on subsequent runs of an application, even if the driver's own shader cache got invalidated in the meantime. This cache is enabled by default, and generally reduces stuttering.

The following environment variables can be used to control the cache:

  • DXVK_STATE_CACHE=0 Disables the state cache.
  • DXVK_STATE_CACHE_PATH=/some/directory Specifies a directory where to put the cache files. Defaults to the current working directory of the application.


The following environment variables can be used for debugging purposes.

  • VK_INSTANCE_LAYERS=VK_LAYER_LUNARG_standard_validation Enables Vulkan debug layers. Highly recommended for troubleshooting rendering issues and driver crashes. Requires the Vulkan SDK to be installed on the host system.
  • DXVK_LOG_LEVEL=none|error|warn|info|debug Controls message logging.
  • DXVK_LOG_PATH=/some/directory Changes path where log files are stored.
  • DXVK_CONFIG_FILE=/xxx/dxvk.conf Sets path to the configuration file.


DXVK requires threading support from your mingw-w64 build environment. If you are missing this, you may see "error: 'mutex' is not a member of 'std'". On Debian and Ubuntu, this can usually be resolved by using the posix alternate, which supports threading. For example, choose the posix alternate from these commands (use i686 for 32-bit):

update-alternatives --config x86_64-w64-mingw32-gcc
update-alternatives --config x86_64-w64-mingw32-g++
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