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readme: Document some preprocessor definitions used by vkd3d.
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Notes:
Henri Verbeet
2024-10-02 22:38:50 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1139
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README
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README
@ -19,10 +19,9 @@ available or is not recent (>= 3.21), then you can build Wine with `make
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tools/widl/widl' to avoid building all of Wine. You can then point vkd3d's
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tools/widl/widl' to avoid building all of Wine. You can then point vkd3d's
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configure at that widl binary with `WIDL="/path/to/widl"'.
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configure at that widl binary with `WIDL="/path/to/widl"'.
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For release builds, you may want to define NDEBUG. If you do not need debug log
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For release builds, you may want to disable debug log messages defining
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messages, you may also consider VKD3D_NO_TRACE_MESSAGES and
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preprocessor macros VKD3D_NO_TRACE_MESSAGES and VKD3D_NO_DEBUG_MESSAGES.
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VKD3D_NO_DEBUG_MESSAGES. For example, you can pass `CPPFLAGS="-DNDEBUG
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See the `Preprocessor definitions' section below for more details.
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-DVKD3D_NO_TRACE_MESSAGES"' to configure.
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================
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================
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Developing vkd3d
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Developing vkd3d
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@ -50,8 +49,8 @@ Environment variables
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=====================
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=====================
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Most of the environment variables used by vkd3d are for debugging purposes. The
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Most of the environment variables used by vkd3d are for debugging purposes. The
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environment variables are not considered a part of API and might be changed or
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environment variables are not considered a stable interface and might be changed
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removed in the future versions of vkd3d.
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or removed in future versions of vkd3d.
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Some of debug variables are lists of elements. Elements must be separated by
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Some of debug variables are lists of elements. Elements must be separated by
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commas or semicolons.
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commas or semicolons.
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@ -116,6 +115,48 @@ code for adding DXBC checksums, so the official release should be installed
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from:
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from:
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https://github.com/microsoft/DirectXShaderCompiler/releases
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https://github.com/microsoft/DirectXShaderCompiler/releases
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========================
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Preprocessor definitions
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========================
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A number of preprocessor definitions can be used at compilation time to control
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the behaviour of the generated binary. You can pass something like
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`CPPFLAGS="-DVKD3D_VAR1 -DVKD3D_VAR2"' to the configure script. The preprocessor
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variables are not considered a stable interface and might be changed or removed
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in future versions of vkd3d.
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* VKD3D_NO_TRACE_MESSAGES - do not emit trace messages in the debug log; this
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can be useful in release builds to reduce the size of the binary and make it
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slightly faster.
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* VKD3D_NO_DEBUG_MESSAGES - do not emit warn and fixme messages in the debug
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log; this will further optimise the binary, but may omit messages that could
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help debug problems with vkd3d.
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* VKD3D_NO_ERROR_MESSAGES - do not emit error messages; this will optimise the
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binary even more, but may omit very important messages, so it is not
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recommended in most circumstances.
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* VKD3D_ABORT_ON_ERR - abort the process as soon as an error message is
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emitted; this can be useful for developers to make error conditions as
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conspicuous as possible.
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* VKD3D_SHADER_UNSUPPORTED_DXIL - enable DXIL (DirectX Intermediate Language)
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support in vkd3d-shader, which is disabled by default because it is not
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considered ready for release yet. Please note that this feature is not
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currently supported, and it might change in a non-compatible way before it is
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released.
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* VKD3D_SHADER_UNSUPPORTED_GLSL - enable GLSL (GL Shading Language) support in
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vkd3d-shader, which is disabled by default because it is not considered ready
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for release yet. Please note that this feature is not currently supported,
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and it might change in a non-compatible way before it is released.
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* VKD3D_SHADER_UNSUPPORTED_MSL - enable MSL (Metal Shading Language) support in
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vkd3d-shader, which is disabled by default because it is not considered ready
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for release yet. Please note that this feature is not currently supported,
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and it might change in a non-compatible way before it is released.
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============================
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============================
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Testing with the Agility SDK
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Testing with the Agility SDK
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============================
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============================
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