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Co-authored-by: Rémi Verschelde <[email protected]>
Clay John 1 年間 前
コミット
671a844be4
1 ファイル変更36 行追加18 行削除
  1. 36 18
      contributing/development/compiling/compiling_for_windows.rst

+ 36 - 18
contributing/development/compiling/compiling_for_windows.rst

@@ -178,7 +178,7 @@ To compile Godot with Direct3D 12 support you need at least the following:
   it anywhere, unzip it and remember the path to the unzipped folder, you will
   need it below.
 - `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_. 
-  We compile the MESA libraries you will need into a static library. Download it
+  We compile the Mesa libraries you will need into a static library. Download it
   anywhere, unzip it and remember the path to the unzipped folder, you will
   need it below.
 
@@ -197,29 +197,47 @@ To compile Godot with Direct3D 12 support you need at least the following:
 
 Optionally, you can compile with the following for additional features:
 
-- `Pix <https://devblogs.microsoft.com/pix/download>`_: Download the
-  WinPixEventRuntime package. You will be taken to a NuGet package page where
-  you can click "Download package" to get it. Once downloaded, change the file
-  extension to .zip and unzip the file to some path.
-- `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_: Download
-  the latest Agility SDK package. You will be taken to a NuGet package page where
-  you can click "Download package" to get it. Once downloaded, change the file
-  extension to .zip and unzip the file to some path.
+- `PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning
+  and debugging application for Direct3D12 applications. If you compile-in
+  support for it, you can get much more detailed information through PIX that
+  will help you optimize your game and troubleshoot graphics bugs. To use it,
+  download the WinPixEventRuntime package. You will be taken to a NuGet package
+  page where you can click "Download package" to get it. Once downloaded, change
+  the file extension to .zip and unzip the file to some path.
+- `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can
+  be used to provide access to the latest Direct3D 12 features without relying
+  on driver updates. To use it, download the latest Agility SDK package. You
+  will be taken to a NuGet package page where you can click "Download package"
+  to get it. Once downloaded, change the file extension to .zip and unzip the
+  file to some path.
   
-.. note:: If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used.
+.. note:: If you use a preview version of the Agility SDK, remember to enable
+          developer mode in Windows; otherwise it won't be used.
 
-When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries::
+When building Godot, you will need to tell SCons to use Direct3D 12 and where to
+look for the additional libraries::
     
-    C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...> 
+    C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> 
     
 Or, with all options enabled::
 
-    C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...> AGILITY_SDK_PATH=<...> PIX_PATH=<...>
-
-.. note:: The build process will copy dxil.dll from the bin/<arch>/ directory in the DXC folder to the Godot binary directory and the appropriate bin/<arch> file in the Godot binary directory. Direct3D 12-enabled Godot packages for distribution to end users must include the dxil.dll (and relevant folders if using multi-arch), both for the editor and games.
-          At runtime, the renderer will try to load the DLL from the arch-specific folders, and will fall back to the same directory as the Godot executable if the appropriate arch isn't found.
-
-.. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of workflow. Single-arch is the default (DLLs copied to bin/). If you pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for multi-arch. DLLs will be copied to the appropiate bin/<arch>/ subdirectories and at runtime the right one will be loaded.
+    C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
+
+.. note:: The build process will copy ``dxil.dll`` from the ``bin/<arch>/``
+          directory in the DXC folder to the Godot binary directory and the
+          appropriate ``bin/<arch>`` file in the Godot binary directory.
+          Direct3D 12-enabled Godot packages for distribution to end users must
+          include the ``dxil.dll`` (and relevant folders if using multi-arch),
+          both for the editor and games. At runtime, the renderer will try to
+          load the DLL from the arch-specific folders, and will fall back to the
+          same directory as the Godot executable if the appropriate arch isn't
+          found.
+
+.. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
+          workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
+          pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
+          multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
+          subdirectories and at runtime the right one will be loaded.
 
 Development in Visual Studio
 ----------------------------