mirror of https://github.com/bkaradzic/bgfx
Documentation update 2 (#2756)
* Reworded & reformatted bgfx.rst for better clarity * Reworded for clarity; made option format more consistent * Added one character! * Updated shaderc help Will update docs to 100% match soon * Updated geometryc's help Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
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@ -3,11 +3,12 @@ API Reference
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.. note::
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TL;DR for simple walkthrough how to use bgfx API, see `Hello, bgfx! <https://dev.to/pperon/hello-bgfx-4dka>`__,
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`bgfx-minimal-example <https://github.com/jpcy/bgfx-minimal-example#bgfx-minimal-example>`__,
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or `Using the bgfx library with C++ on Ubuntu <https://www.sandeepnambiar.com/getting-started-with-bgfx/>`__
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tutorial.
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If you're just getting started with bgfx, you might get more out of these simple walkthroughs for how to use bgfx's API:
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- `Hello, bgfx! <https://dev.to/pperon/hello-bgfx-4dka>`_
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- `bgfx-minimal-example <https://github.com/jpcy/bgfx-minimal-example#bgfx-minimal-example>`_
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- `Using the bgfx library with C++ on Ubuntu <https://www.sandeepnambiar.com/getting-started-with-bgfx/>`_
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General
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-------
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@ -158,8 +159,8 @@ Statistics
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Platform specific
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~~~~~~~~~~~~~~~~~
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These are platform specific APIs. It is only necessary to use these APIs in conjunction with
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creating windows.
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These are platform specific APIs.
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It is only necessary to use these APIs in conjunction with creating windows.
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.. doxygenfunction:: bgfx::renderFrame
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@ -206,19 +207,21 @@ Miscellaneous
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Views
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-----
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View is primary sorting mechanism in bgfx. View represent bucket of draw and compute calls. Compute
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and draw calls inside bucket are sorted in the way that all compute calls are executed before draw
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calls. Compute calls are always in order of submission, while draw calls are sorted by internal
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state if view is not in sequential mode. In the most of cases when z-buffer is used this change in
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order is not noticable to desired output. In cases where order has to be preserved (for example in
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rendering GUIs), view can be set to be in sequential order. Sequential order is less efficient,
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because it doesn't allow state change optimization, and should be avoided when possible.
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Views are the primary sorting mechanism in bgfx.
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They represent buckets of draw and compute calls, or what are often known as 'passes'.
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By default views ids are sorted in ascending order. For dynamic renderers where order might not be
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known until the last moment, view ids can be remaped to arbitrary order by calling
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`bgfx::setViewOrder`.
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When compute calls and draw calls occupy the same bucket, the compute calls will be sorted to execute first.
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Compute calls are always executed in order of submission, while draw calls are sorted by internal state if
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the View is not in sequential mode.
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In most cases where the z-buffer is used, this change in order does not affect the desired output.
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When draw call order needs to be preserved (e.g. when rendering GUIs), Views can be set to use sequential mode with `bgfx::setViewMode`.
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Sequential order is less efficient, because it doesn't allow state change optimization, and should be avoided when possible.
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View state is preserved between multiple frames.
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By default, Views are sorted by their View ID, in ascending order.
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For dynamic renderers where the right order might not be known until the last moment,
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View IDs can be changed to use arbitrary ordering with `bgfx::setViewOrder`.
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A View's state is preserved between frames.
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.. doxygenfunction:: bgfx::setViewName
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.. doxygenfunction:: bgfx::setViewRect(ViewId _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
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@ -253,8 +256,8 @@ API for multi-threaded submission.
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Draw
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~~~~
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Draw state is not preserved between two draw calls. All state is cleared after calling
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`bgfx::submit`.
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Draw state is not preserved between two draw calls.
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All state is cleared after calling `bgfx::submit`.
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State
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*****
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@ -351,8 +354,9 @@ Stencil Flags
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Scissor
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*******
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When scissor rectangle is changing per draw call inside the same view use `bgfx::setScissor`,
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otherwise prefer `bgfx::setViewScissor`.
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If the Scissor rectangle needs to be changed for
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every draw call in a View, use `bgfx::setScissor`.
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Otherwise, use `bgfx::setViewScissor`.
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.. doxygenfunction:: bgfx::setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
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.. doxygenfunction:: bgfx::setScissor(uint16_t _cache = UINT16_MAX)
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@ -413,7 +417,7 @@ Textures
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Submit
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******
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Within view all draw commands are executed after blit and compute commands.
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In Views, all draw commands are executed **after** blit and compute commands.
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.. doxygenfunction:: bgfx::submit(ViewId _id, ProgramHandle _program, uint32_t _depth = 0, uint8_t _flags = BGFX_DISCARD_ALL)
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.. doxygenfunction:: bgfx::submit(ViewId _id, ProgramHandle _program, OcclusionQueryHandle _occlusionQuery, uint32_t _depth = 0, uint8_t _flags = BGFX_DISCARD_ALL)
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@ -422,8 +426,7 @@ Within view all draw commands are executed after blit and compute commands.
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Compute
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~~~~~~~
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Compute state is not preserved between two compute dispatches. All state is cleared after calling
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`bgfx::dispatch`.
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Compute state is not preserved between compute dispatches; all state is cleared after calling `bgfx::dispatch`.
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Buffers
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*******
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@ -445,7 +448,7 @@ Images
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Dispatch
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********
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Within view all compute commands are dispatched after blit commands, and before draw commands.
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In Views, all draw commands are executed **after** blit and compute commands.
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.. doxygenfunction:: bgfx::dispatch(ViewId _id, ProgramHandle _handle, uint32_t _numX = 1, uint32_t _numY = 1, uint32_t _numZ = 1, uint8_t _flags = BGFX_DISCARD_ALL)
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.. doxygenfunction:: bgfx::dispatch(ViewId _id, ProgramHandle _handle, IndirectBufferHandle _indirectHandle, uint16_t _start = 0, uint16_t _num = 1, uint8_t _flags = BGFX_DISCARD_ALL)
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@ -453,7 +456,7 @@ Within view all compute commands are dispatched after blit commands, and before
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Blit
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~~~~
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Within view all blit commands are executed before compute, and draw commands.
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In Views, all draw commands are executed **after** blit and compute commands.
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.. doxygenfunction:: bgfx::blit(ViewId _id, TextureHandle _dst, uint16_t _dstX, uint16_t _dstY, TextureHandle _src, uint16_t _srcX = 0, uint16_t _srcY = 0, uint16_t _width = UINT16_MAX, uint16_t _height = UINT16_MAX)
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.. doxygenfunction:: bgfx::blit(ViewId _id, TextureHandle _dst, uint8_t _dstMip, uint16_t _dstX, uint16_t _dstY, uint16_t _dstZ, TextureHandle _src, uint8_t _srcMip = 0, uint16_t _srcX = 0, uint16_t _srcY = 0, uint16_t _srcZ = 0, uint16_t _width = UINT16_MAX, uint16_t _height = UINT16_MAX, uint16_t _depth = UINT16_MAX)
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@ -210,7 +210,7 @@ https://github.com/floooh/fips#fips
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**Conan** package
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https://github.com/firefalcom/bgfx-conan
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Minimal example without bgfx' example harness
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Minimal example without bgfx's example harness
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---------------------------------------------
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This project demonstrates minimal amount of code needed to integrate bgfx with GLFW, but without
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167
docs/tools.rst
167
docs/tools.rst
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@ -4,7 +4,7 @@ Tools
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Geometry Compiler (geometryc)
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-----------------------------
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Converts Wavefront .obj, or glTF 2.0 mesh file to format optimal for using with bgfx.
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Converts Wavefront .obj, or glTF 2.0 mesh files to a format which is optimized for use with bgfx.
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Usage::
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@ -22,92 +22,105 @@ Supported input file formats:
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Options:
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-h, --help Help.
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-v, --version Version information only.
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-h, --help Display this help and exit.
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-v, --version Output version information and exit.
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-f <file path> Input file path.
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-o <file path> Output file path.
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-s, --scale <num> Scale factor.
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--ccw Front face is counter-clockwise winding order.
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--flipv Flip texture coordinate V.
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--obb <num> Number of steps for calculating oriented bounding box.
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Default value is 17. Less steps less precise OBB is.
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More steps slower calculation.
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--packnormal <num> Normal packing.
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0 - unpacked 12 bytes (default).
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Defaults to 17.
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Less steps = less precise OBB.
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More steps = slower calculation.
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--packnormal <num> Normal packing.
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0 - unpacked 12 bytes. (default)
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1 - packed 4 bytes.
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--packuv <num> Texture coordinate packing.
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0 - unpacked 8 bytes (default).
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0 - unpacked 8 bytes. (default)
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1 - packed 4 bytes.
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--tangent Calculate tangent vectors (packing mode is the same as normal).
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--barycentric Adds barycentric vertex attribute (packed in bgfx::Attrib::Color1).
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--tangent Calculate tangent vectors. (Packing mode is the same as normal)
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--barycentric Adds barycentric vertex attribute. (Packed in bgfx::Attrib::Color1)
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-c, --compress Compress indices.
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--[l/r]h-up+[y/z] Coordinate system. Default is '--lh-up+y' Left-Handed +Y is up.
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--[l/r]h-up+[y/z] Coordinate system. Default is '--lh-up+y' — Left-Handed +Y is up.
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Geometry Viewer (geometryv)
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---------------------------
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Geometry viewer.
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A geometry viewer.
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Shader Compiler (shaderc)
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-------------------------
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bgfx cross-platform shader language is based on GLSL syntax. It's uses
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ANSI C preprocessor to transform GLSL like language syntax into HLSL.
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This technique has certain drawbacks, but overall it's simple and allows
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quick authoring of cross-platform shaders.
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Shader Compiler is used to compile bgfx's cross-platform shader language, which based on GLSL.
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It uses an ANSI C pre-processor to transform the GLSL-like language into HLSL.
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This method has certain drawbacks,
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but overall it's simple and allows for quick authoring of cross-platform shaders.
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Some differences between bgfx's shaderc flavor of GLSL and regular GLSL:
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Some differences between bgfx's shaderc flavor of GLSL and vanilla GLSL:
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- No ``bool/int`` uniforms, all uniforms must be ``float``.
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- Attributes and varyings can be accessed only from ``main()``
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function.
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- Must use ``SAMPLER2D/3D/CUBE/etc.`` macros instead of
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``sampler2D/3D/Cube/etc.`` tokens.
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- Must use ``vec2/3/4_splat(<value>)`` instead of
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``vec2/3/4(<value>)``.
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- Must use ``mtxFromCols/mtxFromRows`` when constructing matrices in shaders.
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- Must use ``mul(x, y)`` when multiplying vectors and matrices.
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- Must use ``varying.def.sc`` to define input/output semantic and
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precission instead of using ``attribute/in`` and ``varying/in/out``.
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- ``$input/$output`` tokens must appear at the begining of shader.
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- ``bool/int`` uniforms are not allowed; all uniforms must be ``float``.
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- Attributes and varyings can only be accessed from ``main()``.
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- ``SAMPLER2D/3D/CUBE/etc.`` macros replace the ``sampler2D/3D/Cube/etc.`` tokens.
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- ``vec2/3/4_splat(<value>)`` replaces the ``vec2/3/4(<value>)`` constructor.
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``vec2/3/4`` constructors with multiple values are still valid.
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- ``mtxFromCols/mtxFromRows`` must be used for constructing matrices.
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- ``mul(x, y)`` must be used when multiplying vectors with matrices.
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- A ``varying.def.sc`` file must be used to define input/output semantics and types,
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instead of using ``attribute/in`` and ``varying/in/out``.
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This file cannot include comments, and typically only one is necessary.
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- ``$input/$output`` tokens corresponding to inputs and outputs defined in
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``varying.def.sc`` must be used at the begining of shader.
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For more info see `shader helper
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macros <https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh>`__.
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For more info, see the `shader helper macros
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<https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh>`__.
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Options:
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-h, --help Help.
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-v, --version Version information only.
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-f <file path> Input file path.
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-i <include path> Include path (for multiple paths use -i multiple times).
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-o <file path> Output file path.
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--bin2c <array name> Generate C header file. If array name is not specified base file name will be used as name.
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--depends Generate makefile style depends file.
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--platform <platform> Target platform.
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-p, --profile <profile> Shader model (default GLSL).
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--preprocess Preprocess only.
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--define <defines> Add defines to preprocessor (semicolon separated).
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--raw Do not process shader. No preprocessor, and no glsl-optimizer (GLSL only).
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--type <type> Shader type (vertex, fragment, compute)
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--varyingdef <file path> Path to varying.def.sc file.
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--verbose Verbose.
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Options (DX9 and DX11 only):
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-h, --help Display this help and exit.
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-v, --version Output version information and exit.
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-f <file path> The input's file path.
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-i <include path> Include path. (for multiple paths use -i multiple times)
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-o <file path> The output's file path.
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--bin2c <array name> Generate C header file. If array name is not specified base file name will be used as name.
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--depends Generate makefile style depends file.
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--platform <platform> Set target platform.
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-p, --profile <profile> Shader model.
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Defaults to GLSL.
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--preprocess Only pre-process.
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--define <defines> Add defines to preprocessor. (semicolon separated)
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--raw Do not process shader. No preprocessor, and no glsl-optimizer. (GLSL only)
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--type <type> Shader type.
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Can be 'vertex', 'fragment, or 'compute'.
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--varyingdef <file path> A varying.def.sc's file path.
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--verbose Be verbose.
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(DX9 and DX11 only):
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--debug Debug information.
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--disasm Disassemble compiled shader.
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-O <level> Optimization level (0, 1, 2, 3).
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--Werror Treat warnings as errors.
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--disasm Disassemble a compiled shader.
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-O <level> Set optimization level.
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Can be 0–3.
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--Werror Treat warnings as errors.
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Building shaders
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~~~~~~~~~~~~~~~~
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Shaders must be compiled for all renderers by using `shaderc` tool. Makefile to simplify building
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shaders is provided in examples. D3D shaders can be only compiled on Windows.
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Shaders can be compiled for all renderers by using the ``shaderc`` tool.
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A Makefile to simplify building shaders is provided in the `bgfx examples
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<https://github.com/bkaradzic/bgfx/tree/master/examples>`__.
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D3D shaders can be only compiled on Windows.
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Texture Compiler (texturec)
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---------------------------
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Convert PNG, TGA, DDS, KTX, PVR texture into bgfx supported texture formats.
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Convert PNG, TGA, DDS, KTX, and PVR textures into bgfx-supported texture formats.
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Usage::
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@ -133,29 +146,33 @@ Supported file formats:
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Options:
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-h, --help Help.
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-v, --version Version information only.
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-f <file path> Input file path.
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-o <file path> Output file path.
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-t <format> Output format type (BC1/2/3/4/5, ETC1, PVR14, etc.).
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-q <quality> Encoding quality (default, fastest, highest).
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-m, --mips Generate mip-maps.
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--mipskip <N> Skip <N> number of mips.
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-n, --normalmap Input texture is normal map. (Implies --linear)
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--equirect Input texture is equirectangular projection of cubemap.
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--strip Input texture is horizontal strip of cubemap.
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--sdf Compute SDF texture.
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--ref <alpha> Alpha reference value.
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--iqa Image Quality Assessment
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--pma Premultiply alpha into RGB channel.
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--linear Input and output texture is linear color space (gamma correction won't be applied).
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--max <max size> Maximum width/height (image will be scaled down and aspect ratio will be preserved).
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--radiance <model> Radiance cubemap filter. (Lighting model: Phong, PhongBrdf, Blinn, BlinnBrdf, GGX)
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--as <extension> Save as.
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--formats List all supported formats.
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--validate **DEBUG** Validate that output image produced matches after loading.
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-h, --help Display this help and exit.
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-v, --version Output version information and exit.
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-f <file path> Input file path.
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-o <file path> Output file path.
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-t <format> Output format type. (BC1/2/3/4/5, ETC1, PVR14, etc.)
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-q <quality> Encoding quality.
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Can be 'default', 'fastest', or 'highest'.
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-m, --mips Generate mip-maps.
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--mipskip <N> Skip <N> number of mips.
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-n, --normalmap Input texture is normal map. (Implies --linear)
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--equirect Input texture is equirectangular projection of cubemap.
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--strip Input texture is horizontal strip of cubemap.
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--sdf Compute SDF texture.
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--ref <alpha> Alpha reference value.
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--iqa Image Quality Assessment
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--pma Premultiply alpha into RGB channel.
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--linear Input and output texture is linear color space. (Gamma correction won't be applied)
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--max <max size> Maximum width/height. (Image will be scaled down and aspect ratio will be preserved)
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--radiance <model> Radiance cubemap filter.
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Model can be 'Phong', 'PhongBrdf', 'Blinn', 'BlinnBrdf', or 'GGX'.
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--as <extension> Save as.
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--formats List all supported formats.
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--validate **DEBUG** Validate that output image produced matches after loading.
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Texture Viewer (texturev)
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-------------------------
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Texture viewer.
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A texture viewer.
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@ -947,26 +947,27 @@ void help(const char* _error = NULL)
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"\n"
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"Options:\n"
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" -h, --help Help.\n"
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" -v, --version Version information only.\n"
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" -f <file path> Input file path.\n"
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" -o <file path> Output file path.\n"
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" -h, --help Display this help and exit.\n"
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" -v, --version Output version information and exit.\n"
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" -f <file path> Input's file path.\n"
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" -o <file path> Output's file path.\n"
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" -s, --scale <num> Scale factor.\n"
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" --ccw Front face is counter-clockwise winding order.\n"
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" --flipv Flip texture coordinate V.\n"
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" --obb <num> Number of steps for calculating oriented bounding box.\n"
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" Default value is 17. Less steps less precise OBB is.\n"
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" More steps slower calculation.\n"
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" Defaults to 17.\n
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" Less steps = less precise OBB.\n"
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" More steps = slower calculation.\n"
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" --packnormal <num> Normal packing.\n"
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" 0 - unpacked 12 bytes (default).\n"
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" 0 - unpacked 12 bytes. (default)\n"
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" 1 - packed 4 bytes.\n"
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" --packuv <num> Texture coordinate packing.\n"
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" 0 - unpacked 8 bytes (default).\n"
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" 0 - unpacked 8 bytes. (default)\n"
|
||||
" 1 - packed 4 bytes.\n"
|
||||
" --tangent Calculate tangent vectors (packing mode is the same as normal).\n"
|
||||
" --barycentric Adds barycentric vertex attribute (packed in bgfx::Attrib::Color1).\n"
|
||||
" --tangent Calculate tangent vectors. (packing mode is the same as normal)\n"
|
||||
" --barycentric Adds barycentric vertex attribute. (Packed in bgfx::Attrib::Color1)\n"
|
||||
" -c, --compress Compress indices.\n"
|
||||
" --[l/r]h-up+[y/z] Coordinate system. Default is '--lh-up+y' Left-Handed +Y is up.\n"
|
||||
" --[l/r]h-up+[y/z] Coordinate system. Defaults to '--lh-up+y' — Left-Handed +Y is up.\n"
|
||||
|
||||
"\n"
|
||||
"For additional information, see https://github.com/bkaradzic/bgfx\n"
|
||||
|
|
|
@ -1002,11 +1002,11 @@ namespace bgfx
|
|||
|
||||
"\n"
|
||||
"Options:\n"
|
||||
" -h, --help Help.\n"
|
||||
" -v, --version Version information only.\n"
|
||||
" -f <file path> Input file path.\n"
|
||||
" -i <include path> Include path (for multiple paths use -i multiple times).\n"
|
||||
" -o <file path> Output file path.\n"
|
||||
" -h, --help Display this help and exit.\n"
|
||||
" -v, --version Output version information and exit.\n"
|
||||
" -f <file path> Input's file path.\n"
|
||||
" -i <include path> Include path. (for multiple paths use -i multiple times)\n"
|
||||
" -o <file path> Output's file path.\n"
|
||||
" --stdout Output to console.\n"
|
||||
" --bin2c [array name] Generate C header file. If array name is not specified base file name will be used as name.\n"
|
||||
" --depends Generate makefile style depends file.\n"
|
||||
|
@ -1018,7 +1018,7 @@ namespace bgfx
|
|||
" orbis\n"
|
||||
" osx\n"
|
||||
" windows\n"
|
||||
" -p, --profile <profile> Shader model (default GLSL).\n"
|
||||
" -p, --profile <profile> Shader model. Defaults to GLSL.\n"
|
||||
);
|
||||
|
||||
{
|
||||
|
@ -1041,20 +1041,20 @@ namespace bgfx
|
|||
}
|
||||
|
||||
bx::printf(
|
||||
" --preprocess Preprocess only.\n"
|
||||
" --define <defines> Add defines to preprocessor (semicolon separated).\n"
|
||||
" --raw Do not process shader. No preprocessor, and no glsl-optimizer (GLSL only).\n"
|
||||
" --type <type> Shader type (vertex, fragment, compute)\n"
|
||||
" --varyingdef <file path> Path to varying.def.sc file.\n"
|
||||
" --verbose Verbose.\n"
|
||||
" --preprocess Only pre-process.\n"
|
||||
" --define <defines> Add defines to preprocessor. (Semicolon-separated)\n"
|
||||
" --raw Do not process shader. No preprocessor, and no glsl-optimizer. (GLSL only)\n"
|
||||
" --type <type> Shader type. Can be 'vertex', 'fragment, or 'compute'.\n"
|
||||
" --varyingdef <file path> varying.def.sc's file path.\n"
|
||||
" --verbose Be verbose.\n"
|
||||
|
||||
"\n"
|
||||
"Options (DX9 and DX11 only):\n"
|
||||
"(DX9 and DX11 only):\n"
|
||||
|
||||
"\n"
|
||||
" --debug Debug information.\n"
|
||||
" --disasm Disassemble compiled shader.\n"
|
||||
" -O <level> Optimization level (0, 1, 2, 3).\n"
|
||||
" -O <level> Set optimization level. Can be 0 to 3.\n"
|
||||
" --Werror Treat warnings as errors.\n"
|
||||
|
||||
"\n"
|
||||
|
|
Loading…
Reference in New Issue