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CW-Bug-Id: #19567
327 lines
15 KiB
Markdown
327 lines
15 KiB
Markdown
Introduction
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------------
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**Proton** is a tool for use with the Steam client which allows games which are
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exclusive to Windows to run on the Linux operating system. It uses Wine to
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facilitate this.
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**Most users should use Proton provided by the Steam Client itself.** See
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[this Steam Community post][steam-play-introduction] for more details.
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The source code is provided to enable advanced users the ability to alter
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Proton. For example, some users may wish to use a different version of Wine
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with a particular title.
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**The changelog** is available on [our wiki][changelog].
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[steam-play-introduction]: https://steamcommunity.com/games/221410/announcements/detail/1696055855739350561
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[changelog]: https://github.com/ValveSoftware/Proton/wiki/Changelog
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Obtaining Proton sources
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------------------------
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Acquire Proton's source by cloning <https://github.com/ValveSoftware/Proton>
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and checking out the branch you desire.
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You can clone the latest Proton to your system with this command:
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```bash
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git clone --recurse-submodules https://github.com/ValveSoftware/Proton.git proton
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```
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Be sure to update submodules when switching between branches:
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```bash
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git checkout experimental_6.3
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git submodule update --init --recursive
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```
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If you want to change any subcomponent, now is the time to do so. For
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example, if you wish to make changes to Wine, you would apply them to the
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`wine/` directory.
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Bulding Proton
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--------------
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Most of Proton builds inside the Proton SDK container with very few
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dependencies on the host side. For convenience we also provide
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[Vagrant][vagrant] scripts that will create a VM with all the dependencies
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and a working container runtime and build Proton inside it.
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The direct container build is recommended for people building Proton on a
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regular basis as it is faster and less resource hungry.
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The Vagrant VM is easier to set up but comes with higher overhead, which
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makes it more suitable for an occassional Proton build.
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[vagrant]: https://www.vagrantup.com/
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Building with Podman or Docker
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------------------------------
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### Preparing the build environment
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You need either a Docker or a Podman setup. We highly recommend [the rootless
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Podman setup][rootless-podman]. Please refer to your distribution's
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docummentation for setup instructions (e.g. Arch [Podman][arch-podman] /
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[Docker][arch-docker], Debian [Podman][debian-podman] /
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[Docker][debian-docker]).
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[rootless-podman]: https://github.com/containers/podman/blob/main/docs/tutorials/rootless_tutorial.md
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[arch-podman]: https://wiki.archlinux.org/title/Podman
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[arch-docker]: https://wiki.archlinux.org/title/Docker
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[debian-podman]: https://wiki.debian.org/Podman
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[debian-docker]: https://wiki.debian.org/Docker
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### Configuring the build
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```bash
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mkdir ../build && cd ../build
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../proton/configure.sh --container-engine=podman --enable-ccache --build-name=my_build
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```
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Running `configure.sh` will create a `Makefile` allowing you to build Proton.
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The scripts checks if containers are functional and prompt you if any
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host-side dependencies are missing. You should run the command from a
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directory created specifically for your build.
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The build by default uses Docker, but you can switch to another, compatible
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engine with `--container-engine=<executable_name>`.
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You can enable ccache with `--enable-cache` flag. This will mount your
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`$CCACHE_DIR` or `$HOME/.ccache` inside the container.
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`--proton-sdk-image=registry.gitlab.steamos.cloud/proton/soldier/sdk:<version>`
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can be used to build with a custom version of the Proton SDK images.
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Check `--help` for other configuration options.
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NOTE: If **SELinux** is in use, the Proton build container may fail to access
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your user's files. This is caused by [SELinux's filesystem
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labels][selinux-labels]. You may pass the `--relabel-volumes` switch to
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configure to cause the [container engine to relabel its
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bind-mounts][bind-mounts] and allow access to those files from within the
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container. This can be dangerous when used with system directories. Proceed
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with caution and refer your container engine's manual.
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[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
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[bind-mounts]: https://docs.docker.com/storage/bind-mounts/
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### Building
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```
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make
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```
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**Important make targets:**
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`make install` - install Proton into your user's Steam directory, see the [install Proton
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locally](#install-proton-locally) section for details.
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`make redist` - create a redistribute build (`redist/`) that can be copied to
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`~/.steam/root/compatibilitytools.d/`.
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`make deploy` - create a deployment build (`deploy/`). This is what we use to
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deploy Proton to Steam users via Steamworks.
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`make module=<module> module` - build both 32- and 64-bit versions of the
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specified wine module. This allows rapid iteration on one module. This target
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is only useful after building Proton.
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`make dxvk` / `make vkd3d-proton` - rebuild DXVK / vkd3d-proton.
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Building using Vagrant
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----------------------
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This section describes how to use a virtual machine to build proton.
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### Preparing the build environment
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The VM is managed with [Vagrant][vagrant], which you will need to install and
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configure before invoking these commands. Proton's build system is most well
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tested with Vagrant's VirtualBox and libvirt/qemu backends. It also requires
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the vagrant-sshfs plugin. You may run into problems with the shared folder
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(`vagrant_share`) and/or CPU and memory usage with other backends.
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[vagrant]: https://www.vagrantup.com/
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### The Easy Way
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We provide a top-level Makefile which will execute most of the build commands
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for you.
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After checking out the repository and updating its submodules, assuming that
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you have working Vagrant setup, you can build and install Proton with a
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simple:
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```bash
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make install
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```
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You may need to restart the Steam client to see the new Proton tool. The
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tool's name in the Steam client will be based on the currently checked out
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branch of Proton. You can override this name using the `build_name` variable.
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See `make help` for other build targets and options.
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If your build VM gets cluttered, or falls out of date, you can use `vagrant
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destroy` to wipe the VM clean, then invoke one of the below commands to start
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over.
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### The Detailed Way
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Proton provides a Vagrantfile, which will automatically set up the Debian VM
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for you. After installing Vagrant, initialize the VM by running from within
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the Proton directory:
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```bash
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vagrant up
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```
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It will take a long time to download the base image and install all the build
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dependencies. Eventually it will complete. You can SSH into the virtual
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machine with:
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```bash
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vagrant ssh
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```
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**You are now inside a virtual machine with a working Docker setup.** At this
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point you will need to configure and make the build, see [building with
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podman or docker](#building-with-podman-or-docker) section for details.
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```bash
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mkdir build/
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cd build
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../proton/configure.sh --build-name=my_build
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make
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```
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The Vagrantfile is set up to rsync the `proton` directory into the VM on
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boot. On the host machine, you can use `vagrant rsync-auto` to have Vagrant
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automatically sync changes on your host machine into the build machine. It is
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recommended that you make changes on your host machine, and then perform the
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build in the VM. Any changes you make in the `proton` directory on the VM may
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be overwritten by later rsync updates from the host machine.
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The Vagrantfile also creates a directory called `vagrant_share/` in the
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`proton/` directory of your host machine, which is mounted at `/vagrant`
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within the VM. You can use this shared folder to move your Proton build out
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of the VM, or as one way to copy files into the VM.
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When you are done with the VM, you can shut it down from the host machine:
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```bash
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vagrant halt
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```
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Please read the Vagrant documentation for more information about how to use
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Vagrant VMs.
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Install Proton locally
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----------------------
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Steam ships with several versions of Proton, which games will use by default or
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that you can select in Steam Settings's Steam Play page. Steam also supports
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running games with local builds of Proton, which you can install on your
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machine.
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To install a local build of Proton into Steam, make a new directory in
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`~/.steam/root/compatibilitytools.d/` with a tool name of your choosing and
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place the directory containing your redistributable build under that path.
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The `make install` target will perform this task for you, installing the
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Proton build into the Steam folder for the current user. You will have to
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restart the Steam client for it to pick up on a new tool.
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A correct local tool installation should look like this:
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```
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compatibilitytools.d/my_proton/
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├── compatibilitytool.vdf
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├── filelock.py
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├── LICENSE
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├── proton
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├── proton_dist.tar
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├── toolmanifest.vdf
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├── user_settings.sample.py
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└── version
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```
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To enable your local build in Steam, go to the Steam Play section of the
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Settings window. If the build was correctly installed, you should see
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"proton-localbuild" in the drop-down list of compatibility tools.
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Each component of this software is used under the terms of their licenses.
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See the `LICENSE` files here, as well as the `LICENSE`, `COPYING`, etc files
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in each submodule and directory for details. If you distribute a built
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version of Proton to other users, you must adhere to the terms of these
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licenses.
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Runtime Config Options
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----------------------
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Proton can be tuned at runtime to help certain games run. The Steam client sets
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some options for known games using the `STEAM_COMPAT_CONFIG` variable.
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You can override these options using the environment variables described below.
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The best way to set these environment overrides for all games is by renaming
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`user_settings.sample.py` to `user_settings.py` and modifying it appropriately.
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This file is located in the Proton installation directory in your Steam library
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(often `~/.steam/steam/steamapps/common/Proton #.#`).
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If you want to change the runtime configuration for a specific game, you can
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use the `Set Launch Options` setting in the game's `Properties` dialog in the
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Steam client. Set the variable, followed by `%command%`. For example, input
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"`PROTON_USE_WINED3D=1 %command%`" to use the OpenGL-based wined3d renderer
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instead of the Vulkan-based DXVK renderer.
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To enable an option, set the variable to a non-`0` value. To disable an
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option, set the variable to `0`. To use Steam's default configuration, do
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not specify the variable at all.
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All of the below are runtime options. They do not effect permanent changes to
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the Wine prefix. Removing the option will revert to the previous behavior.
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| Compat config string | Environment Variable | Description |
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| :-------------------- | :--------------------------------- | :----------- |
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| | `PROTON_LOG` | Convenience method for dumping a useful debug log to `$PROTON_LOG_DIR/steam-$APPID.log` For more thorough logging, use `user_settings.py`. |
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| | `PROTON_LOG_DIR` | Output log files into the directory specified. Defaults to your home directory. |
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| | `PROTON_DUMP_DEBUG_COMMANDS` | When running a game, Proton will write some useful debug scripts for that game into `$PROTON_DEBUG_DIR/proton_$USER/`. |
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| | `PROTON_DEBUG_DIR` | Root directory for the Proton debug scripts, `/tmp` by default. |
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| | `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. |
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| | `PROTON_CRASH_REPORT_DIR` | Write crash logs into this directory. Does not clean up old logs, so may eat all your disk space eventually. |
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| `wined3d` | `PROTON_USE_WINED3D` | Use OpenGL-based wined3d instead of Vulkan-based DXVK for d3d11, d3d10, and d3d9. |
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| `nod3d11` | `PROTON_NO_D3D11` | Disable `d3d11.dll`, for d3d11 games which can fall back to and run better with d3d9. |
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| `nod3d10` | `PROTON_NO_D3D10` | Disable `d3d10.dll` and `dxgi.dll`, for d3d10 games which can fall back to and run better with d3d9. |
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| `noesync` | `PROTON_NO_ESYNC` | Do not use eventfd-based in-process synchronization primitives. |
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| `nofsync` | `PROTON_NO_FSYNC` | Do not use futex-based in-process synchronization primitives. (Automatically disabled on systems with no `FUTEX_WAIT_MULTIPLE` support.) |
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| `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. |
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| `enablenvapi` | `PROTON_ENABLE_NVAPI` | Enable NVIDIA's NVAPI GPU support library. |
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| `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. |
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| `forcelgadd` | `PROTON_FORCE_LARGE_ADDRESS_AWARE` | Force Wine to enable the LARGE_ADDRESS_AWARE flag for all executables. Enabled by default. |
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| `heapdelayfree` | `PROTON_HEAP_DELAY_FREE` | Delay freeing some memory, to work around application use-after-free bugs. |
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| `gamedrive` | `PROTON_SET_GAME_DRIVE` | Create an S: drive which points to the Steam Library which contains the game. |
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| `noforcelgadd` | | Disable forcelgadd. If both this and `forcelgadd` are set, enabled wins. |
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| `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. |
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| `vkd3dfl12` | | Force the Direct3D 12 feature level to 12, regardless of driver support. |
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| `vkd3dbindlesstb` | | Put `force_bindless_texel_buffer` into `VKD3D_CONFIG`. |
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| `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. |
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| | `WINE_FULLSCREEN_INTEGER_SCALING` | Enable integer scaling mode, to give sharp pixels when upscaling. |
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| `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. |
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| `nowritewatch` | `PROTON_NO_WRITE_WATCH` | Disable support for memory write watches in ntdll. This is a very dangerous hack and should only be applied if you have verified that the game can operate without write watches. This improves performance for some very specific games (e.g. CoreRT-based games). |
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| `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. |
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| `d9vk` | `PROTON_USE_D9VK` | **Note: Obsoleted in Proton 5.0.** In older versions, use Vulkan-based DXVK instead of OpenGL-based wined3d for d3d9. |
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