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- This includes d3d9x*.dll which are required to run the game
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- May already be installed if you have D3D9 games installed
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#### Additional notes:
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- If any dependency paths change (i.e. new Vulkan library), run `meson --reconfigure` in _Compiler64 directory via a command prompt. This may revert some custom VS project settings
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- If dependency paths change (for example, after installing a new Vulkan SDK), reconfigure the affected build from the repository root, such as `meson setup --reconfigure _Comp64Release`.
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### Generate and build dxvk-remix Visual Studio project
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1. Clone the repository with all submodules:
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- Right Click on `dxvk-remix\build_dxvk_all_ninja.ps1` and select "Run with Powershell"
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- If that fails or has problems, run the build manually in a way you can read the errors:
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- open a windows file explorer to the `dxvk-remix` folder
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- remove artifacts from the previous attempt by deleting all folders that start with `_`, i.e.`_vs/`and `_Comp64Debug`
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- remove only the generated configuration that failed, such as `_Comp64Debug/`; remove`_vs/`as well only if the generated Visual Studio solution must be recreated
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- type `cmd` in the address bar to open a command line window in that folder.
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- copy and paste `powershell -command "& .\build_dxvk_all_ninja.ps1"` into the command line, then press enter
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- This will build all 3 configurations of dxvk-remix project inside subdirectories of the build tree:
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- Optional flags:
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-`-SkipApics` — skip downloading game test captures (requires auth token)
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- Examples:
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```powershell
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.\build_dxvk_all_ninja.ps1
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.\build_dxvk_all_ninja.ps1 -SkipApics
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```
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- This will build all 3 configurations of dxvk-remix project inside subdirectories of the build tree:
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- **_Comp64Debug** - full debug instrumentation, runtime speed may be slow
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- **_Comp64DebugOptimized** - partial debug instrumentation (i.e. asserts), runtime speed is generally comparable to that of release configuration
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-**_Comp64Release** - fastest runtime
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- **_Comp64Release** - fastest runtime
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- This will generate a project in the **_vs** subdirectory
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-Only x64 build targetsare supported
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- This script builds the officially supported x64 targets. ARM64 and ARM64EC configurations are compile-tested in CI but are not part of this local build workflow.
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5. Open **_vs/dxvk-remix.sln** in Visual Studio (2019+).
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- Do not convert the solution on load if prompted when using a newer version of Visual Studio
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2. Update paths in the **gametargets.conf** for your game. Follow example in the **gametargets.example.conf**. Make sure to remove "#" from the start of all three lines
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3. Open and, simply, re-save top-level **meson.build** file (i.e. via notepad) to update its time stamp, and rerun the build. This will trigger a full meson script run which will generate a project within the Visual Studio solution file and deploy built binaries into games' directories specified in **gametargets.conf**
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3. Reconfigure and rebuild each configuration you use so Meson reloads **gametargets.conf**. For example:
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```powershell
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meson setup --reconfigure _Comp64Release
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meson compile -C _Comp64Release
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```
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The build deploys binaries to the game directories specified in **gametargets.conf**.
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### Profiling Remix
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Remix has support for profiling using the [Tracy](https://github.com/wolfpld/tracy) tool, specifically the [v0.8 release](https://github.com/wolfpld/tracy/releases/download/v0.8/Tracy-0.8.7z)
Copy file name to clipboardExpand all lines: meson_options.txt
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@@ -55,4 +55,4 @@ option('remixsdk_local', type: 'string', value: '', description: 'Path to the lo
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option('download_apics', type : 'boolean', value : true, description : 'Download APICs for testing')
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option('remix_sentry_environment', type : 'string', value : '', description : 'Sentry environment tag baked in at compile time (e.g. github-production, gitlab-production). When empty or not set, the C++ code uses "development". CI should pass -Dremix_sentry_environment=$env:BUILD_SENTRY_ENVIRONMENT.')
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option('remix_sentry_environment', type : 'string', value : '', description : 'Sentry environment tag baked in at compile time (e.g. github-production, gitlab-production). When empty or not set, the C++ code uses "development". CI should pass -Dremix_sentry_environment=$env:BUILD_SENTRY_ENVIRONMENT.')
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