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@@ -30,7 +30,6 @@ Options:
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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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-
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Defaults to 17.
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Less steps = less precise OBB.
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@@ -75,6 +74,31 @@ Some differences between bgfx's shaderc flavor of GLSL and vanilla GLSL:
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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 beginning of shader.
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+Shader Compiler also has the following default defines:
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+
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+ =============================== ======================= =======
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+ Define symbol Description Option
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+ =============================== ======================= =======
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+ ``BX_PLATFORM_ANDROID`` Android platform ``--platform android``
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+ ``BX_PLATFORM_EMSCRIPTEN`` Emscripten platform ``--platform asm.js``
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+ ``BX_PLATFORM_IOS`` iOS platform ``--platform ios``
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+ ``BX_PLATFORM_LINUX`` Linux platform ``--platform linux``
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+ ``BX_PLATFORM_OSX`` macOS platform ``--platform osx``
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+ ``BX_PLATFORM_PS4`` PlayStation 4 platform ``--platform orbis``
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+ ``BX_PLATFORM_WINDOWS`` Windows platform ``--platform windows``
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+ ``BX_PLATFORM_XBOXONE`` *Not implemented*
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+ ------------------------------- ----------------------- -------
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+ ``BGFX_SHADER_LANGUAGE_GLSL`` GLSL profile ``-p NNN`` and ``-p NNN_es``
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+ ``BGFX_SHADER_LANGUAGE_HLSL`` HLSL profile ``-p s_N_N``
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+ ``BGFX_SHADER_LANGUAGE_METAL`` Metal profile ``-p metal``
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+ ``BGFX_SHADER_LANGUAGE_PSSL`` PSSL profile ``-p pssl``
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+ ``BGFX_SHADER_LANGUAGE_SPIRV`` SPIR-V profile ``-p spirv`` and ``-p spirvNN-NN``
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+ ------------------------------- ----------------------- -------
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+ ``BGFX_SHADER_TYPE_COMPUTE`` Compute shader ``--type compute`` or ``--type c``
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+ ``BGFX_SHADER_TYPE_FRAGMENT`` Fragment shader ``--type fragment`` or ``--type f``
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+ ``BGFX_SHADER_TYPE_VERTEX`` Vertex shader ``--type vertex`` or ``--type v``
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+ =============================== ======================= ========
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+
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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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@@ -89,13 +113,11 @@ Options:
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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.
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-
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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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-
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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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@@ -105,7 +127,6 @@ Options:
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--debug Debug information.
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--disasm Disassemble a compiled shader.
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-O <level> Set optimization level.
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-
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Can be 0–3.
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--Werror Treat warnings as errors.
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@@ -152,7 +173,6 @@ Options:
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-o <file path> Output's 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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-
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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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@@ -166,7 +186,6 @@ Options:
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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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-
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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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