Module: vkd3d Branch: master Commit: 9e2ecaf7f4625e56ae388fb27587341636047172 URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=9e2ecaf7f4625e56ae388fb2...
Author: Józef Kucia jkucia@codeweavers.com Date: Thu May 2 16:02:35 2019 +0200
readme: Update build requirements.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
README | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/README b/README index bec91a9..be329e1 100644 --- a/README +++ b/README @@ -9,14 +9,14 @@ similar, but not identical, to Direct3D 12. Building vkd3d ==============
-Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.1.88). +Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.1.101).
Vkd3d generates some of its headers from IDL files. If you are using the release tarballs, then these headers are pre-generated and are included. If you are building from git, then they will be generated at build-time using widl. By default, vkd3d will use the widl found in `PATH'. If widl is not -available or is not recent (>= 3.0 or so), then you can build Wine with -`make tools/widl' to avoid building all of Wine. You can then point vkd3d's +available or is not recent (>= 3.20), then you can build Wine with `make +tools/widl' to avoid building all of Wine. You can then point vkd3d's configure at that widl binary with `WIDL="/path/to/widl"'.
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