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@@ -167,12 +167,8 @@ Compiling with support for Direct3D 12
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By default, builds of Godot do not contain support for the Direct3D 12 graphics
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API.
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-To compile Godot with Direct3D 12 support you need at least the following:
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+To compile Godot with Direct3D 12 support you need at least the following item:
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-- `The DirectX Shader Compiler <https://github.com/Microsoft/DirectXShaderCompiler/releases>`_.
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- The zip folder will be named "dxc\_" followed by the date of release. Download
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- it anywhere, unzip it and remember the path to the unzipped folder, you will
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- need it below.
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- `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_.
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We compile the Mesa libraries you will need into a static library. Download it
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anywhere, unzip it and remember the path to the unzipped folder, you will
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@@ -232,23 +228,13 @@ look for the additional libraries:
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.. code-block:: doscon
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- C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...>
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+ C:\godot> scons platform=windows d3d12=yes mesa_libs=<...>
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Or, with all options enabled:
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.. code-block:: doscon
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- C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
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-
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-.. note:: The build process will copy ``dxil.dll`` from the ``bin/<arch>/``
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- directory in the DXC folder to the Godot binary directory and the
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- appropriate ``bin/<arch>`` file in the Godot binary directory.
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- Direct3D 12-enabled Godot packages for distribution to end users must
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- include the ``dxil.dll`` (and relevant folders if using multi-arch),
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- both for the editor and games. At runtime, the renderer will try to
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- load the DLL from the arch-specific folders, and will fall back to the
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- same directory as the Godot executable if the appropriate arch isn't
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- found.
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+ C:\godot> scons platform=windows d3d12=yes mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
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.. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
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workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
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