569828dc8c
This reverts commit 5720dd3e9c
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316 lines
15 KiB
Markdown
316 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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Building 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.
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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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documentation 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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## 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 a working Docker or Podman setup, you can build and install Proton
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with a simple:
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```bash
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make install
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```
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If your build system is missing dependencies, it will fail quickly with a clear
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error message.
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After the build finishes, you may need to restart the Steam client to see the
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new Proton tool. The tool's name in the Steam client will be based on the
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currently checked out branch of Proton. You can override this name using the
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`build_name` variable.
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See `make help` for other build targets and options.
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## Manual building
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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 --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 configuration script tries to discover a working Docker or Podman setup
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to use, but you can force a compatible engine with
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`--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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### Debug Builds
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To prevent symbol stripping add `UNSTRIPPED_BUILD=1` to the `make`
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invocation. This should be used only with a clean build directory.
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E.g.:
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```
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mkdir ../debug-proton-build && cd ../debug-proton-build
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../proton/configure.sh --enable-ccache --build-name=debug_build
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make UNSTRIPPED_BUILD=1 install
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```
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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' 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 similar to 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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Debugging
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---------
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Proton builds have their symbols stripped by default. You can switch to
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"debug" beta branch in Steam (search for Proton in your library,
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Properties... -> BETAS -> select "debug") or build without stripping (see
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[Debug Builds section](#debug-builds)).
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The symbols are provided through the accompanying `.debug` files which may
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need to be explicitly loaded by the debugging tools. For GDB there's a helper
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script `wine/tools/gdbinit.py` (source it) that provides `load-symbol-files`
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(or `lsf` for short) command which loads the symbols for all the mapped files.
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For tips on debugging see [docs/DEBUGGING.md](docs/DEBUGGING.md).
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`compile_commands.json`
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-----------------------
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For use with [clangd](https://clangd.llvm.org/) LSP server and similar tooling.
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Projects built using cmake or meson (e.g. vkd3d-proton) automatically come with
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`compile_commands.json`. For autotools (e.g. wine) you have to [configure the
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build](#configuring-the-build) with `--enable-bear` that uses
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[bear](https://github.com/rizsotto/Bear) to create the compilation database.
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It's not on by default as it make the build slightly slower.
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The build system collects all the created compile_commands.json files in a
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build subdirectory named `compile_commands/`.
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The paths are translated to point to the real source (i.e. not the rsynced
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copy). It still may depend on build directory for things like auto-generated
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`config.h` though and for wine it may be beneficial to run `tools/make_requests`
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in you source directories as those changes are not committed.
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You can then configure your editor to use that file for clangd in a few ways:
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1) directly - some editors/plugins allow you to specify the path to `compile_commands.json`
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2) via `.clangd` file, e.g.
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```bash
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cd src/proton/wine/
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cat > .clangd <<EOF
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CompileFlags:
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CompilationDatabase: ../build/current-dev/compile_commands/wine64/
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EOF
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```
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3) by symlinking:
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```bash
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ln -s ../build/current-dev/compile_commands/wine64/compile_commands.json .
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```
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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`. Set to `1` to enable default logging, or set to a string to be appended to the default `WINEDEBUG` channels. |
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| | `PROTON_LOG_DIR` | Output log files into the directory specified. Defaults to your home directory. |
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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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| `dxvkd3d8` | `PROTON_DXVK_D3D8` | Use DXVK's `d3d8.dll`. |
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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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| `disablenvapi` | `PROTON_DISABLE_NVAPI` | Disable 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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| `nomfdxgiman` | `WINE_DO_NOT_CREATE_DXGI_DEVICE_MANAGER` | Enable hack to work around video issues in some games due to incomplete IMFDXGIDeviceManager support. |
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| `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. |
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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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| `xalia` | `PROTON_USE_XALIA` | Enable Xalia, a program that can add a gamepad UI for some keyboard/mouse interfaces. |
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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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