mirror of
https://github.com/ValveSoftware/Proton.git
synced 2024-12-31 00:55:37 +03:00
317 lines
15 KiB
Markdown
317 lines
15 KiB
Markdown
Introduction
|
|
------------
|
|
|
|
**Proton** is a tool for use with the Steam client which allows games which are
|
|
exclusive to Windows to run on the Linux operating system. It uses Wine to
|
|
facilitate this.
|
|
|
|
**Most users should use Proton provided by the Steam Client itself.** See
|
|
[this Steam Community post][steam-play-introduction] for more details.
|
|
|
|
The source code is provided to enable advanced users the ability to alter
|
|
Proton. For example, some users may wish to use a different version of Wine
|
|
with a particular title.
|
|
|
|
**The changelog** is available on [our wiki][changelog].
|
|
|
|
[steam-play-introduction]: https://steamcommunity.com/games/221410/announcements/detail/1696055855739350561
|
|
[changelog]: https://github.com/ValveSoftware/Proton/wiki/Changelog
|
|
|
|
|
|
Obtaining Proton sources
|
|
------------------------
|
|
|
|
Acquire Proton's source by cloning <https://github.com/ValveSoftware/Proton>
|
|
and checking out the branch you desire.
|
|
|
|
You can clone the latest Proton to your system with this command:
|
|
|
|
```bash
|
|
git clone --recurse-submodules https://github.com/ValveSoftware/Proton.git proton
|
|
```
|
|
|
|
Be sure to update submodules when switching between branches:
|
|
|
|
```bash
|
|
git checkout experimental_6.3
|
|
git submodule update --init --recursive
|
|
```
|
|
|
|
If you want to change any subcomponent, now is the time to do so. For
|
|
example, if you wish to make changes to Wine, you would apply them to the
|
|
`wine/` directory.
|
|
|
|
|
|
Building Proton
|
|
---------------
|
|
|
|
Most of Proton builds inside the Proton SDK container with very few
|
|
dependencies on the host side.
|
|
|
|
## Preparing the build environment
|
|
|
|
You need either a Docker or a Podman setup. We highly recommend [the rootless
|
|
Podman setup][rootless-podman]. Please refer to your distribution's
|
|
documentation for setup instructions (e.g. Arch [Podman][arch-podman] /
|
|
[Docker][arch-docker], Debian [Podman][debian-podman] /
|
|
[Docker][debian-docker]).
|
|
|
|
[rootless-podman]: https://github.com/containers/podman/blob/main/docs/tutorials/rootless_tutorial.md
|
|
[arch-podman]: https://wiki.archlinux.org/title/Podman
|
|
[arch-docker]: https://wiki.archlinux.org/title/Docker
|
|
[debian-podman]: https://wiki.debian.org/Podman
|
|
[debian-docker]: https://wiki.debian.org/Docker
|
|
|
|
|
|
## The Easy Way
|
|
|
|
We provide a top-level Makefile which will execute most of the build commands
|
|
for you.
|
|
|
|
After checking out the repository and updating its submodules, assuming that
|
|
you have a working Docker or Podman setup, you can build and install Proton
|
|
with a simple:
|
|
|
|
```bash
|
|
make install
|
|
```
|
|
|
|
If your build system is missing dependencies, it will fail quickly with a clear
|
|
error message.
|
|
|
|
After the build finishes, you may need to restart the Steam client to see the
|
|
new Proton tool. The tool's name in the Steam client will be based on the
|
|
currently checked out branch of Proton. You can override this name using the
|
|
`build_name` variable.
|
|
|
|
See `make help` for other build targets and options.
|
|
|
|
|
|
|
|
## Manual building
|
|
|
|
### Configuring the build
|
|
|
|
```bash
|
|
mkdir ../build && cd ../build
|
|
../proton/configure.sh --enable-ccache --build-name=my_build
|
|
```
|
|
|
|
Running `configure.sh` will create a `Makefile` allowing you to build Proton.
|
|
The scripts checks if containers are functional and prompt you if any
|
|
host-side dependencies are missing. You should run the command from a
|
|
directory created specifically for your build.
|
|
|
|
The configuration script tries to discover a working Docker or Podman setup
|
|
to use, but you can force a compatible engine with
|
|
`--container-engine=<executable_name>`.
|
|
|
|
You can enable ccache with `--enable-cache` flag. This will mount your
|
|
`$CCACHE_DIR` or `$HOME/.ccache` inside the container.
|
|
|
|
`--proton-sdk-image=registry.gitlab.steamos.cloud/proton/soldier/sdk:<version>`
|
|
can be used to build with a custom version of the Proton SDK images.
|
|
|
|
Check `--help` for other configuration options.
|
|
|
|
NOTE: If **SELinux** is in use, the Proton build container may fail to access
|
|
your user's files. This is caused by [SELinux's filesystem
|
|
labels][selinux-labels]. You may pass the `--relabel-volumes` switch to
|
|
configure to cause the [container engine to relabel its
|
|
bind-mounts][bind-mounts] and allow access to those files from within the
|
|
container. This can be dangerous when used with system directories. Proceed
|
|
with caution and refer your container engine's manual.
|
|
|
|
[selinux-labels]: https://access.redhat.com/documentation/en-us/red_hat_enterprise_linux/6/html/security-enhanced_linux/sect-security-enhanced_linux-working_with_selinux-selinux_contexts_labeling_files
|
|
[bind-mounts]: https://docs.docker.com/storage/bind-mounts/
|
|
|
|
|
|
### Building
|
|
|
|
```
|
|
make
|
|
```
|
|
|
|
**Important make targets:**
|
|
|
|
`make install` - install Proton into your user's Steam directory, see the [install Proton
|
|
locally](#install-proton-locally) section for details.
|
|
|
|
`make redist` - create a redistribute build (`redist/`) that can be copied to
|
|
`~/.steam/root/compatibilitytools.d/`.
|
|
|
|
`make deploy` - create a deployment build (`deploy/`). This is what we use to
|
|
deploy Proton to Steam users via Steamworks.
|
|
|
|
`make module=<module> module` - build both 32- and 64-bit versions of the
|
|
specified wine module. This allows rapid iteration on one module. This target
|
|
is only useful after building Proton.
|
|
|
|
`make dxvk` / `make vkd3d-proton` - rebuild DXVK / vkd3d-proton.
|
|
|
|
|
|
### Debug Builds
|
|
|
|
To prevent symbol stripping add `UNSTRIPPED_BUILD=1` to the `make`
|
|
invocation. This should be used only with a clean build directory.
|
|
|
|
E.g.:
|
|
|
|
```
|
|
mkdir ../debug-proton-build && cd ../debug-proton-build
|
|
../proton/configure.sh --enable-ccache --build-name=debug_build
|
|
make UNSTRIPPED_BUILD=1 install
|
|
```
|
|
|
|
|
|
Install Proton locally
|
|
----------------------
|
|
|
|
Steam ships with several versions of Proton, which games will use by default or
|
|
that you can select in Steam Settings' Steam Play page. Steam also supports
|
|
running games with local builds of Proton, which you can install on your
|
|
machine.
|
|
|
|
To install a local build of Proton into Steam, make a new directory in
|
|
`~/.steam/root/compatibilitytools.d/` with a tool name of your choosing and
|
|
place the directory containing your redistributable build under that path.
|
|
|
|
The `make install` target will perform this task for you, installing the
|
|
Proton build into the Steam folder for the current user. You will have to
|
|
restart the Steam client for it to pick up on a new tool.
|
|
|
|
A correct local tool installation should look similar to this:
|
|
|
|
```
|
|
compatibilitytools.d/my_proton/
|
|
├── compatibilitytool.vdf
|
|
├── filelock.py
|
|
├── LICENSE
|
|
├── proton
|
|
├── proton_dist.tar
|
|
├── toolmanifest.vdf
|
|
├── user_settings.sample.py
|
|
└── version
|
|
```
|
|
|
|
To enable your local build in Steam, go to the Steam Play section of the
|
|
Settings window. If the build was correctly installed, you should see
|
|
"proton-localbuild" in the drop-down list of compatibility tools.
|
|
|
|
Each component of this software is used under the terms of their licenses.
|
|
See the `LICENSE` files here, as well as the `LICENSE`, `COPYING`, etc files
|
|
in each submodule and directory for details. If you distribute a built
|
|
version of Proton to other users, you must adhere to the terms of these
|
|
licenses.
|
|
|
|
|
|
Debugging
|
|
---------
|
|
|
|
Proton builds have their symbols stripped by default. You can switch to
|
|
"debug" beta branch in Steam (search for Proton in your library,
|
|
Properties... -> BETAS -> select "debug") or build without stripping (see
|
|
[Debug Builds section](#debug-builds)).
|
|
|
|
The symbols are provided through the accompanying `.debug` files which may
|
|
need to be explicitly loaded by the debugging tools. For GDB there's a helper
|
|
script `wine/tools/gdbinit.py` (source it) that provides `load-symbol-files`
|
|
(or `lsf` for short) command which loads the symbols for all the mapped files.
|
|
|
|
For tips on debugging see [docs/DEBUGGING.md](docs/DEBUGGING.md).
|
|
|
|
|
|
`compile_commands.json`
|
|
-----------------------
|
|
|
|
For use with [clangd](https://clangd.llvm.org/) LSP server and similar tooling.
|
|
|
|
Projects built using cmake or meson (e.g. vkd3d-proton) automatically come with
|
|
`compile_commands.json`. For autotools (e.g. wine) you have to [configure the
|
|
build](#configuring-the-build) with `--enable-bear` that uses
|
|
[bear](https://github.com/rizsotto/Bear) to create the compilation database.
|
|
It's not on by default as it make the build slightly slower.
|
|
|
|
The build system collects all the created compile_commands.json files in a
|
|
build subdirectory named `compile_commands/`.
|
|
|
|
The paths are translated to point to the real source (i.e. not the rsynced
|
|
copy). It still may depend on build directory for things like auto-generated
|
|
`config.h` though and for wine it may be beneficial to run `tools/make_requests`
|
|
in you source directories as those changes are not committed.
|
|
|
|
You can then configure your editor to use that file for clangd in a few ways:
|
|
|
|
1) directly - some editors/plugins allow you to specify the path to `compile_commands.json`
|
|
2) via `.clangd` file, e.g.
|
|
```bash
|
|
cd src/proton/wine/
|
|
cat > .clangd <<EOF
|
|
CompileFlags:
|
|
CompilationDatabase: ../build/current-dev/compile_commands/wine64/
|
|
EOF
|
|
```
|
|
3) by symlinking:
|
|
```bash
|
|
ln -s ../build/current-dev/compile_commands/wine64/compile_commands.json .
|
|
```
|
|
|
|
|
|
Runtime Config Options
|
|
----------------------
|
|
|
|
Proton can be tuned at runtime to help certain games run. The Steam client sets
|
|
some options for known games using the `STEAM_COMPAT_CONFIG` variable.
|
|
You can override these options using the environment variables described below.
|
|
|
|
The best way to set these environment overrides for all games is by renaming
|
|
`user_settings.sample.py` to `user_settings.py` and modifying it appropriately.
|
|
This file is located in the Proton installation directory in your Steam library
|
|
(often `~/.steam/steam/steamapps/common/Proton #.#`).
|
|
|
|
If you want to change the runtime configuration for a specific game, you can
|
|
use the `Set Launch Options` setting in the game's `Properties` dialog in the
|
|
Steam client. Set the variable, followed by `%command%`. For example, input
|
|
"`PROTON_USE_WINED3D=1 %command%`" to use the OpenGL-based wined3d renderer
|
|
instead of the Vulkan-based DXVK renderer.
|
|
|
|
To enable an option, set the variable to a non-`0` value. To disable an
|
|
option, set the variable to `0`. To use Steam's default configuration, do
|
|
not specify the variable at all.
|
|
|
|
All of the below are runtime options. They do not effect permanent changes to
|
|
the Wine prefix. Removing the option will revert to the previous behavior.
|
|
|
|
| Compat config string | Environment Variable | Description |
|
|
| :-------------------- | :--------------------------------- | :----------- |
|
|
| | `PROTON_LOG` | Convenience method for dumping a useful debug log to `$PROTON_LOG_DIR/steam-$APPID.log`. Set to `1` to enable default logging, or set to a string to be appended to the default `WINEDEBUG` channels. |
|
|
| | `PROTON_LOG_DIR` | Output log files into the directory specified. Defaults to your home directory. |
|
|
| | `PROTON_WAIT_ATTACH` | Wait for a debugger to attach to steam.exe before launching the game process. To attach to the game process at startup, debuggers should be set to follow child processes. |
|
|
| | `PROTON_CRASH_REPORT_DIR` | Write crash logs into this directory. Does not clean up old logs, so may eat all your disk space eventually. |
|
|
| `wined3d` | `PROTON_USE_WINED3D` | Use OpenGL-based wined3d instead of Vulkan-based DXVK for d3d11, d3d10, and d3d9. |
|
|
| `nod3d11` | `PROTON_NO_D3D11` | Disable `d3d11.dll`, for d3d11 games which can fall back to and run better with d3d9. |
|
|
| `nod3d10` | `PROTON_NO_D3D10` | Disable `d3d10.dll` and `dxgi.dll`, for d3d10 games which can fall back to and run better with d3d9. |
|
|
| `noesync` | `PROTON_NO_ESYNC` | Do not use eventfd-based in-process synchronization primitives. |
|
|
| `nofsync` | `PROTON_NO_FSYNC` | Do not use futex-based in-process synchronization primitives. (Automatically disabled on systems with no `FUTEX_WAIT_MULTIPLE` support.) |
|
|
| `noxim` | `PROTON_NO_XIM` | Enabled by default. Do not attempt to use XIM (X Input Methods) support. XIM support is known to cause crashes with libx11 older than version 1.7. |
|
|
| `disablenvapi` | `PROTON_DISABLE_NVAPI` | Disable NVIDIA's NVAPI GPU support library. |
|
|
| `nativevulkanloader` | | Use the Vulkan loader shipped with the game instead of Proton's built-in Vulkan loader. This breaks VR support, but is required by a few games. |
|
|
| `forcelgadd` | `PROTON_FORCE_LARGE_ADDRESS_AWARE` | Force Wine to enable the LARGE_ADDRESS_AWARE flag for all executables. Enabled by default. |
|
|
| `heapdelayfree` | `PROTON_HEAP_DELAY_FREE` | Delay freeing some memory, to work around application use-after-free bugs. |
|
|
| `gamedrive` | `PROTON_SET_GAME_DRIVE` | Create an S: drive which points to the Steam Library which contains the game. |
|
|
| `noforcelgadd` | | Disable forcelgadd. If both this and `forcelgadd` are set, enabled wins. |
|
|
| `oldglstr` | `PROTON_OLD_GL_STRING` | Set some driver overrides to limit the length of the GL extension string, for old games that crash on very long extension strings. |
|
|
| `vkd3dfl12` | | Force the Direct3D 12 feature level to 12, regardless of driver support. |
|
|
| `vkd3dbindlesstb` | | Put `force_bindless_texel_buffer` into `VKD3D_CONFIG`. |
|
|
| `nomfdxgiman` | `WINE_DO_NOT_CREATE_DXGI_DEVICE_MANAGER` | Enable hack to work around video issues in some games due to incomplete IMFDXGIDeviceManager support. |
|
|
| `noopwr` | `WINE_DISABLE_VULKAN_OPWR` | Enable hack to disable Vulkan other process window rendering which sometimes causes issues on Wayland due to blit being one frame behind. |
|
|
| `hidenvgpu` | `PROTON_HIDE_NVIDIA_GPU` | Force Nvidia GPUs to always be reported as AMD GPUs. Some games require this if they depend on Windows-only Nvidia driver functionality. See also DXVK's nvapiHack config, which only affects reporting from Direct3D. |
|
|
| | `WINE_FULLSCREEN_INTEGER_SCALING` | Enable integer scaling mode, to give sharp pixels when upscaling. |
|
|
| `cmdlineappend:` | | Append the string after the colon as an argument to the game command. May be specified more than once. Escape commas and backslashes with a backslash. |
|
|
| `nosteamffmpeg` | `PROTON_NO_STEAM_FFMPEG` | Ignore ffmpeg that ships with Steam. Some videos may not play. |
|
|
| `xalia` | `PROTON_USE_XALIA` | Enable Xalia, a program that can add a gamepad UI for some keyboard/mouse interfaces. |
|
|
| `seccomp` | `PROTON_USE_SECCOMP` | **Note: Obsoleted in Proton 5.13.** In older versions, enable seccomp-bpf filter to emulate native syscalls, required for some DRM protections to work. |
|
|
| `d9vk` | `PROTON_USE_D9VK` | **Note: Obsoleted in Proton 5.0.** In older versions, use Vulkan-based DXVK instead of OpenGL-based wined3d for d3d9. |
|
|
|
|
<!-- Target: GitHub Flavor Markdown. To test locally: pandoc -f markdown_github -t html README.md -->
|