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Rename `--vk-layers` command line argument to `--gpu-validation`

The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
Hugo Locurcio 3 years ago
parent
commit
cd99ea5882

+ 3 - 3
main/main.cpp

@@ -342,9 +342,9 @@ void Main::print_help(const char *p_binary) {
 	OS::get_singleton()->print("  -b, --breakpoints                            Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead).\n");
 	OS::get_singleton()->print("  --profiling                                  Enable profiling in the script debugger.\n");
 	OS::get_singleton()->print("  --gpu-profile                                Show a GPU profile of the tasks that took the most time during frame rendering.\n");
-	OS::get_singleton()->print("  --vk-layers                                  Enable Vulkan validation layers for debugging.\n");
+	OS::get_singleton()->print("  --gpu-validation                             Enable graphics API validation layers for debugging.\n");
 #if DEBUG_ENABLED
-	OS::get_singleton()->print("  --gpu-abort                                  Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes.\n");
+	OS::get_singleton()->print("  --gpu-abort                                  Abort on graphics API usage errors (usually validation layer errors). May help see the problem if your system freezes.\n");
 #endif
 	OS::get_singleton()->print("  --remote-debug <uri>                         Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
 #if defined(DEBUG_ENABLED)
@@ -831,7 +831,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 				OS::get_singleton()->print("Missing GPU index argument, aborting.\n");
 				goto error;
 			}
-		} else if (I->get() == "--vk-layers") {
+		} else if (I->get() == "--gpu-validation") {
 			Engine::singleton->use_validation_layers = true;
 #ifdef DEBUG_ENABLED
 		} else if (I->get() == "--gpu-abort") {

+ 2 - 2
misc/dist/shell/_godot.zsh-completion

@@ -61,8 +61,8 @@ _arguments \
   '(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
   '--profiling[enable profiling in the script debugger]' \
   '--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
-  '--vk-layers[enable Vulkan validation layers for debugging]' \
-  '--gpu-abort[abort on GPU errors (usually validation layer errors)]' \
+  '--gpu-validation[enable graphics API validation layers for debugging]' \
+  '--gpu-abort[abort on graphics API usage errors (usually validation layer errors)]' \
   '--remote-debug[enable remote debugging]:remote debugger address' \
   '--debug-collisions[show collision shapes when running the scene]' \
   '--debug-navigation[show navigation polygons when running the scene]' \

+ 1 - 1
misc/dist/shell/godot.bash-completion

@@ -64,7 +64,7 @@ _complete_godot_options() {
 --breakpoints
 --profiling
 --gpu-profile
---vk-layers
+--gpu-validation
 --gpu-abort
 --remote-debug
 --debug-collisions

+ 2 - 2
misc/dist/shell/godot.fish

@@ -74,8 +74,8 @@ complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
 complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
 complete -c godot -l profiling -d "Enable profiling in the script debugger"
 complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
-complete -c godot -l vk-layers -d "Enable Vulkan validation layers for debugging"
-complete -c godot -l gpu-abort -d "Abort on GPU errors (usually validation layer errors)"
+complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging"
+complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)"
 complete -c godot -l remote-debug -d "Enable remote debugging"
 complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
 complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"