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build_proton: Build DXVK on debian again
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@ -1,34 +0,0 @@
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#!/bin/bash
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set -e
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if [ x"$1" == x ]; then
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echo missing build type, give win32 or win64
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exit 1
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fi
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TOP="$PWD"
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TYPE="$1"
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cd "$TOP"/dxvk
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sed -i -e 's/^exe_wrapper.*$//' build-$TYPE.txt
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meson --prefix="$TOP"/dxvk/dist.$TYPE --cross-file build-$TYPE.txt build.$TYPE
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cd build.$TYPE
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meson configure -Dprefix="$TOP"/dxvk -Dbuildtype=release
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ninja
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#build on Arch Linux and deploy into git, see build_proton.sh
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mkdir -p "$TOP"/dxvk.$TYPE
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cp src/dxgi/dxgi.dll "$TOP"/dxvk.$TYPE/
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strip "$TOP"/dxvk.$TYPE/dxgi.dll
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cp src/d3d11/d3d11.dll "$TOP"/dxvk.$TYPE/
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strip "$TOP"/dxvk.$TYPE/d3d11.dll
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echo "build_dxvk: $TYPE build done"
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#mark as built
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#touch "$TOP"/dxvk/proton.$TYPE.built
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@ -407,6 +407,41 @@ function build_vrclient32
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cp -a vrclient.dll.fake "$DST_DIR"/lib/wine/fakedlls/vrclient.dll
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}
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function build_dxvk
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{
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#unfortunately the Steam chroots are too old to build DXVK, so we have to
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#build it in the host system
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if [ ! -e "$TOP/build/dxvk.win64/bin/d3d11.dll" ]; then
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cd "$TOP"/dxvk
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mkdir -p "$TOP"/build/dxvk.win32
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cd "$TOP"/dxvk
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PATH="$TOP/glslang/bin/:$PATH" meson --prefix="$TOP"/build/dxvk.win32 --cross-file build-win32.txt "$TOP"/build/dxvk.win32
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cd "$TOP"/build/dxvk.win32
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PATH="$TOP/glslang/bin/:$PATH" meson configure -Dbuildtype=release
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PATH="$TOP/glslang/bin/:$PATH" ninja
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PATH="$TOP/glslang/bin/:$PATH" ninja install
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cd "$TOP"/dxvk
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mkdir -p "$TOP"/build/dxvk.win64
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PATH="$TOP/glslang/bin/:$PATH" meson --prefix="$TOP"/build/dxvk.win64 --cross-file build-win64.txt "$TOP"/build/dxvk.win64
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cd "$TOP"/build/dxvk.win64
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PATH="$TOP/glslang/bin/:$PATH" meson configure -Dbuildtype=release
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PATH="$TOP/glslang/bin/:$PATH" ninja
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PATH="$TOP/glslang/bin/:$PATH" ninja install
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fi
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cd "$TOP"
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mkdir -p "$DST_DIR"/lib64/wine/dxvk
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cp "$TOP/build/dxvk.win64/bin/dxgi.dll" "$DST_DIR"/lib64/wine/dxvk/
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cp "$TOP/build/dxvk.win64/bin/d3d11.dll" "$DST_DIR"/lib64/wine/dxvk/
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git submodule status -- dxvk > "$DST_DIR"/lib64/wine/dxvk/version
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mkdir -p "$DST_DIR"/lib/wine/dxvk
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cp "$TOP/build/dxvk.win32/bin/dxgi.dll" "$DST_DIR"/lib/wine/dxvk/
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cp "$TOP/build/dxvk.win32/bin/d3d11.dll" "$DST_DIR"/lib/wine/dxvk/
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git submodule status -- dxvk > "$DST_DIR"/lib/wine/dxvk/version
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}
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PACKAGE=false
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@ -538,45 +573,7 @@ fi
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build_openal
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#build dxvk
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#Debian 9 is too old to build dxvk, so I gave up and I'm building it on my Arch
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#Linux box and checking the binaries into Git instead. Blech. --aeikum
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cd "$TOP"
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mkdir -p "$DST_DIR"/lib64/wine/dxvk
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cp "dxvk.win64/dxgi.dll" "$DST_DIR"/lib64/wine/dxvk/
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cp "dxvk.win64/d3d11.dll" "$DST_DIR"/lib64/wine/dxvk/
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git submodule status -- dxvk > "$DST_DIR"/lib64/wine/dxvk/version
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mkdir -p "$DST_DIR"/lib/wine/dxvk
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cp "dxvk.win32/dxgi.dll" "$DST_DIR"/lib/wine/dxvk/
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cp "dxvk.win32/d3d11.dll" "$DST_DIR"/lib/wine/dxvk/
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git submodule status -- dxvk > "$DST_DIR"/lib/wine/dxvk/version
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#unfortunately the Steam runtime chroot is too old to build dxvk, so
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#we have to build it in the host system
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#requires meson >= 0.43 and posix thread enabled mingw-w64, on debian:
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# update-alternatives --config i686-w64-mingw32-g++
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# update-alternatives --config i686-w64-mingw32-gcc
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# update-alternatives --config x86_64-w64-mingw32-g++
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# update-alternatives --config x86_64-w64-mingw32-gcc
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#cd "$TOP"
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#if [ ! -e dxvk/proton.win64.built ]; then
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# PATH="$TOP"/glslang/bin/:"$PATH" bash ./build_dxvk.sh win64
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#fi
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#if [ ! -e dxvk/proton.win32.built ]; then
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# PATH="$TOP"/glslang/bin/:"$PATH" bash ./build_dxvk.sh win32
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#fi
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#
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#mkdir -p "$DST_DIR"/lib/wine/dxvk
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#cp -a dxvk/dist.win32/bin/dxgi.dll "$DST_DIR"/lib/wine/dxvk/
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#cp -a dxvk/dist.win32/bin/d3d11.dll "$DST_DIR"/lib/wine/dxvk/
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#
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#mkdir -p "$DST_DIR"/lib64/wine/dxvk
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#cp -a dxvk/dist.win64/bin/dxgi.dll "$DST_DIR"/lib64/wine/dxvk/
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#cp -a dxvk/dist.win64/bin/d3d11.dll "$DST_DIR"/lib64/wine/dxvk/
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build_dxvk
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case "$BUILD_COMPONENTS" in
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"all")
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