A d3d9 and d3d10 to d3d11 translation layer.



A D3D9 and D3D10 -> D3D11 Translation Layer

Get latest build here or tagged builds here.

What's the point?

  • The main reason is for DXVK, a D3D11->Vulkan translation layer. I'm sure where you can see where this is going... (linux, wine stuff.)
  • You can use this if you're a lazy gamedev and want to get access to some D3D11 features by querying the interfaces (and get some extensions, coming soon!)
  • You write a D3D9Ex game and don't want to deal with sync and other issues for VR.
  • You write a D3D9 game and don't want to deal with D3D9Ex's pool changes and therefore can't get shared resources.

D3D10 support is now deprecated on Linux platforms and won't be installed with the script or the verb as DXVK now implements this.

How do I use it?

In order to install DXUP, get a release from either the releases page (for versioned releases) or from the build server if you want one built against the latest or a specific commit then run

export WINEPREFIX=/path/to/.wine-prefix
winetricks --force setup_dxup_d3d9.verb

How do I build it?

Simple (Linux Only): Use ./package-release.sh master /your/target/directory --no-package to automagically.

Advanced (Windows & Linux):

You can use meson to build the DLLs:

Windows: meson --backend vs2017 --buildtype release build in a Visual Studio x86/x64 Command Prompt depending on the arch you wish to build.

Linux: meson --cross-file build-win64.txt --buildtype release --prefix /your/dxup/directory build.w64 and vice versa for each arch (change 64s to 32s.)


D3D10 (before DXVK got D3D10 support)

Crysis Warhead Menu Crysis Warhead Game Crysis Warhead Game Just Cause 2 Just Cause 2 Just Cause 2

Have fun! 🐸

  • Build troubles

    Build troubles

    Interesting project, so i thought i would give it a test... Used the same machine i build dxvk with (just built dxvk without errors prior to testing this). Ubuntu 18.04 w/mostly ubuntu release packages.

    Attaching log after doing the regular meson config (same as i would do with dxvk) and running "ninja" build.log

    opened by SveSop 25
  • Binaries upload

    Binaries upload

    Personally, I couldn't build binaries myself. Meson on Windows doesn't build any dlls for me, I use VS2010. On Linux I have too many strange errors. Why not just add binaries?

    opened by Svyatpro 20
  • Need better documentation

    Need better documentation

    You need better documentation about what you want to say with "/your/target/directory" and what exactly it uses with dxvk in linux. Because I tried to compile but a meson file it has 1 wrong thing, the file is "wine_utils/meson.build".

    It indicates an entry of 'setup_dx10to11.sh.in' and does not exist, but there is "setup_dxup.in". And I changed this, now it compiles, but in Linux at least it does not create the .dll in the directories. And the DLLs that we must copy to wine_utils from dxvk, it is not specified if it should be x86 or x64. Because the Linux script does both and none works.

    I hope you can find the best way to make it work.

    Sorry if something is bad translated.

    opened by iareciog 5
  • [d3d9] Fix widechar conversion for winelib

    [d3d9] Fix widechar conversion for winelib

    wcstombs creates garbage in device description for winelib WideCharToMultiByte used, see https://github.com/doitsujin/dxvk/blob/master/src/util/util_string.cpp

    opened by pchome 4
  • [d3d9-dev] Virtual milestones

    [d3d9-dev] Virtual milestones

    e.g. https://github.com/koalaylj/hello-directx

    Some tests are runs fine using DXVK, but draws nothing, due to missing

    • Direct3DDevice9Ex::SetClipPlane
    • Direct3DDevice9Ex::SetTransform
    • Direct3DDevice9Ex::SetRenderState

    log_d3d9.txt 02_Triangle_dxgi.log 02_Triangle_d3d11.log

    opened by pchome 4
  • Add '--always' to vcs_tag in meson.build

    Add '--always' to vcs_tag in meson.build

    Without it there is a chance that the build will fail because git couldn't generate a full version name.


    > ['git', 'describe' '--dirty=+']


    > ['git', 'describe', '--always', '--dirty=+']
    opened by ComfyKernel 3
  • Can't build

    Can't build

    [[email protected] dxup]$ export WINEARCH=win64 [[email protected] dxup]$ export WINEPREFIX=~/.wine64/ [[email protected] dxup]$ meson --cross-file build-win64.txt -Denable_tests=false bbbuild The Meson build system Version: 0.46.0 Source dir: /home/xdshot/dxup Build dir: /home/xdshot/dxup/bbbuild Build type: cross build Project name: dxup 000b:fixme:winediag:start_process Wine Staging 3.8 is a testing version containing experimental patches. 000b:fixme:winediag:start_process Please mention your exact version when filing bug reports on winehq.org. wine: cannot find L"C:\windows\system32\winemenubuilder.exe" 000b:err:wineboot:ProcessRunKeys Error running cmd L"C:\windows\system32\winemenubuilder.exe -a -r" (2) Native C compiler: ccache cc (gcc 8.1.0 "cc (GCC) 8.1.0") Cross C compiler: /usr/bin/x86_64-w64-mingw32-gcc (gcc 8.1.0) Native C++ compiler: ccache c++ (gcc 8.1.0 "c++ (GCC) 8.1.0") Cross C++ compiler: /usr/bin/x86_64-w64-mingw32-g++ (gcc 8.1.0) Host machine cpu family: x86_64 Host machine cpu: x86_64 Target machine cpu family: x86_64 Target machine cpu: x86_64 Build machine cpu family: x86_64 Build machine cpu: x86_64 Library d3d11 found: YES

    wine_utils/meson.build:4:0: ERROR: File setup_dx10to11.sh.in does not exist.

    A full log can be found at /home/xdshot/dxup/bbbuild/meson-logs/meson-log.txt

    opened by xDShot 2
  • Is it possible do the revert operation 'dxdown' d3d11 to d3d10 translation?

    Is it possible do the revert operation 'dxdown' d3d11 to d3d10 translation?

    Hi,Ashton. First thank you very much for developing such useful tool to improve the performance of DX10 games but as you know DX10 is even not popular as DX9.0c when still many games on steam support 9.0c only like the Source engine-based games.So DX10 games was quite minor due to the failure of Vista,when I noticed that many Unreal Engine 4 games (UE4 is almost a native D3D11 engine) like PUBG F13games Fernbus are cooked only with SM5 content but if you search 'GlobalShaderCache-PCD3D_SM4.bin' on google you will find A LOT of people still using the classical ATI HD3/4 & NVIDIA G92/Tesla even the a bit newer 2011's Sandybridge iGPUs. Accroding to the NVIDIA's advertisment ,the DX11 was 'compat' with DX10 GPUs and they showed us with the "Ocean‘ compute shader demo many years ago,and M$ said DX11 is only a hyperset of DX10 but digging into the UE4's code I found that still a lot API names difference and possible the HLSL assembly code produced by the fxc compiler for DX11&DX10 was different.Neverthess,I had tried the classical DX to OGL wined3d solution but it require equal level of DX11=OGL4 which is not suppport by the DX10 GPUs. So,is it possible to make some 'dxdown' d3d11 to d3d10 translation layer for games like PUBG and so many UE4 games?I know some guys will say 'DX11 GPU is cheap just replace your crappiest card', but they don't know people are not always wealthy like them and even have the access to a bit newer hardware,i don't want some kids have a disappointed childhood like me just beacuse of the worst compability of Games or GPU. From my view i found that DX11 may just add several shaders and Tessellation and ShaderUAV??? ,I have a idea that transpond the DX11 drawcall to CPU for emulated and DX10 compact drawcall passthrough to the GPU driver fo redering,Based on the display schematic i think just filter DX11 calls and convert PS_5_0 VS_5_0 to PS_4_0 VS_4_0 will be a better approach,and ignore the HS_5_0 stuff.After such operation the output image may possible deform but it's better than just reported some hard-understanding error.

    opened by copslock 1
  • Debugging


    In case someone interested in.

    VS Code example (dxup/.vscode/launch.json):

        "version": "0.2.0",
        "configurations": [
                "name": "Debug",
                "type": "gdb",
                "request": "attach",
                "executable": "/usr/lib/wine-vanilla-3.21/bin/wine",
                "cwd": "${workspaceRoot}",
                "target": ":2345",
                "remote": true,
                "valuesFormatting": "prettyPrinters"
    • In terminal: $ winedbg --gdb --no-start --port 2345 Test.exe
    • In VS Code: set breakpoints
    • Run debug


    • I'm using winedbg from wine-staging, cause wine-vanilla's one refuse to launch for me
    • With a test program built as winelib, and dxup winelib build I can walk through both sources during debug (will probably try to install WINE sources as well)
    opened by pchome 1
  • [build] Fix winelib build

    [build] Fix winelib build

    • [build] Fix x86 crossfile
    • [util] Fix version.h build order
    • [util] default is reserved keyword
    • [util] Headers are case sensitive (Windows.h)
    • [util] Missing WINE definitions
    • [dx9asm] Use std::max
    • [d3d9] Use std::size
    • [dx9asm, util] Missing headers for std::memcpy, std::invoke, std::reverse, std::max
    • [dx9asm] Fix -fpermissive errors (this-> and pushObject)
    opened by pchome 1
  • no dx10 support?

    no dx10 support?

    I think I did something wrong to be getting this. (obviously) so wine 3.9 dxvk dlls 0.54 and the version of dxup that was on here today 06/08/2018. download the dxup-x64.zip, extract, read readme file. download dxvk-0.54 in the x64 sub folder rename dxgi.dll -> dxgi_original.dll. copy both d3d11.dll and dxgi_original.dll to dxup-x64 folder. dos2unix fix the setup script, do the export WINEPREFIX variable. run setup script. try to run game, complains dx10 not supported? what what did I do wrong here? fyi, the game is original crysis x64 version.

    opened by Teuwu 1
  • Cube World

    Cube World

    using latest(pipeline 63), Cube world launches but nothing except the background renders, no textures, just the background color. image Shortened log since it was an endless repeat of the same 2 messages(unhandled render state and invalid internal render state) Cube_d3d9.log

    Edit: pipeline 64 same thing

    opened by Growlith1223 0
  • [d3d9-dev] SWTOR logs.

    [d3d9-dev] SWTOR logs.

    Hello Joshua,

    I tried to run Star Wars: The Old Republic using latest build of DXUP, result is black screen with some of 2D GUI elements, text, and some of them was misplaced.

    Logs of DXVK and DXUP: swtor_d3d11.log swtor_dxgi.log swtor_d3d9.log

    Possibly they'll help getting DXUP working.

    opened by leonmaxx 10
  • Assassin's Creed II

    Assassin's Creed II

    opened by AccountOneOff 3
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