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Updated docs.

Бранимир Караџић 5 년 전
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8개의 변경된 파일114개의 추가작업 그리고 11개의 파일을 삭제
  1. 23 9
      bgfx.html
  2. 16 0
      examples.html
  3. 6 2
      genindex.html
  4. 1 0
      index.html
  5. BIN
      objects.inv
  6. 1 0
      overview.html
  7. 0 0
      searchindex.js
  8. 67 0
      tools.html

+ 23 - 9
bgfx.html

@@ -1417,7 +1417,7 @@ tutorial.</p>
 <dl class="cpp macro">
 <dt id="c.BGFX_CAPS_FRAGMENT_DEPTH">
 <span class="target" id="defines_8h_1ad6427441adff7f8672d4f90eaa40698d"></span><code class="sig-name descname">BGFX_CAPS_FRAGMENT_DEPTH</code><a class="headerlink" href="#c.BGFX_CAPS_FRAGMENT_DEPTH" title="Permalink to this definition">¶</a><br /></dt>
-<dd><p>Fragment depth is accessible in fragment shader. </p>
+<dd><p>Fragment depth is available in fragment shader. </p>
 </dd></dl>
 
 <dl class="cpp macro">
@@ -1542,7 +1542,7 @@ tutorial.</p>
 <dl class="cpp macro">
 <dt id="c.BGFX_CAPS_VERTEX_ID">
 <span class="target" id="defines_8h_1a63af3c34318335de4b4fa64af87dcc5c"></span><code class="sig-name descname">BGFX_CAPS_VERTEX_ID</code><a class="headerlink" href="#c.BGFX_CAPS_VERTEX_ID" title="Permalink to this definition">¶</a><br /></dt>
-<dd><p>Rendering with VertexID only is supported. All texture compare modes are supported. </p>
+<dd><p>Rendering with VertexID only is supported. </p>
 </dd></dl>
 
 </div>
@@ -4162,6 +4162,12 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
 <dd><p>Index buffer handle. </p>
 </dd></dl>
 
+<dl class="cpp var">
+<dt id="_CPPv4N4bgfx20TransientIndexBuffer9isIndex16E">
+<span id="_CPPv3N4bgfx20TransientIndexBuffer9isIndex16E"></span><span id="_CPPv2N4bgfx20TransientIndexBuffer9isIndex16E"></span><span id="bgfx::TransientIndexBuffer::isIndex16__b"></span><span class="target" id="structbgfx_1_1_transient_index_buffer_1a5844bd46c5af48c77430b8a323b5ecc5"></span>bool <code class="sig-name descname">isIndex16</code><a class="headerlink" href="#_CPPv4N4bgfx20TransientIndexBuffer9isIndex16E" title="Permalink to this definition">¶</a><br /></dt>
+<dd><p>Index buffer format is 16-bits if true, otherwise it is 32-bit. </p>
+</dd></dl>
+
 </div>
 </dd></dl>
 
@@ -5861,8 +5867,8 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
 </dd></dl>
 
 <dl class="cpp function">
-<dt id="_CPPv4N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_t">
-<span id="_CPPv3N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_t"></span><span id="_CPPv2N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_t"></span><span id="bgfx::allocTransientIndexBuffer__TransientIndexBufferP.uint32_t"></span><span class="target" id="namespacebgfx_1a9526c5d498cfacda5d1a0008d3f61f1e"></span>void <code class="sig-prename descclassname">bgfx<code class="sig-prename descclassname">::</code></code><code class="sig-name descname">allocTransientIndexBuffer</code><span class="sig-paren">(</span><a class="reference internal" href="#_CPPv4N4bgfx20TransientIndexBufferE" title="bgfx::TransientIndexBuffer">TransientIndexBuffer</a> *<em>_tib</em>, uint32_t <em>_num</em><span class="sig-paren">)</span><a class="headerlink" href="#_CPPv4N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_t" title="Permalink to this definition">¶</a><br /></dt>
+<dt id="_CPPv4N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_tb">
+<span id="_CPPv3N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_tb"></span><span id="_CPPv2N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_tb"></span><span id="bgfx::allocTransientIndexBuffer__TransientIndexBufferP.uint32_t.b"></span><span class="target" id="namespacebgfx_1a84f22d4feadc176f2b70846ae3b7c85f"></span>void <code class="sig-prename descclassname">bgfx<code class="sig-prename descclassname">::</code></code><code class="sig-name descname">allocTransientIndexBuffer</code><span class="sig-paren">(</span><a class="reference internal" href="#_CPPv4N4bgfx20TransientIndexBufferE" title="bgfx::TransientIndexBuffer">TransientIndexBuffer</a> *<em>_tib</em>, uint32_t <em>_num</em>, bool <em>_index32</em> = false<span class="sig-paren">)</span><a class="headerlink" href="#_CPPv4N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_tb" title="Permalink to this definition">¶</a><br /></dt>
 <dd><p>Allocate transient index buffer. </p>
 <p><dl class="simple">
 <dt><strong>Remark</strong></dt><dd><p>Only 16-bit index buffer is supported.</p>
@@ -5871,7 +5877,8 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
 </dd>
 <dt><strong>Parameters</strong></dt><dd><ul class="breatheparameterlist simple">
 <li><p><code class="docutils literal notranslate"><span class="pre">[out]</span> <span class="pre">_tib</span></code>: <a class="reference internal" href="#structbgfx_1_1_transient_index_buffer"><span class="std std-ref">TransientIndexBuffer</span></a> structure is filled and is valid for the duration of frame, and it can be reused for multiple draw calls. </p></li>
-<li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_num</span></code>: Number of indices to allocate.</p></li>
+<li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_num</span></code>: Number of indices to allocate. </p></li>
+<li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_index32</span></code>: Set to <code class="docutils literal notranslate"><span class="pre">true</span></code> if input indices will be 32-bit.</p></li>
 </ul>
 </dd>
 </dl>
@@ -6859,14 +6866,15 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
 <div class="breathe-sectiondef docutils container">
 <p class="breathe-sectiondef-title rubric">Public Functions</p>
 <dl class="cpp function">
-<dt id="_CPPv4N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t7uint8_t">
-<span id="_CPPv3N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t7uint8_t"></span><span id="_CPPv2N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t7uint8_t"></span><span id="bgfx::Attachment::init__TextureHandle.Access::Enum.uint16_t.uint16_t.uint8_t"></span><span class="target" id="structbgfx_1_1_attachment_1a1556200260d1ae2b50ade579f99b0400"></span>void <code class="sig-name descname">init</code><span class="sig-paren">(</span>TextureHandle <em>_handle</em>, <a class="reference internal" href="#_CPPv4N4bgfx6AccessE" title="bgfx::Access">Access</a>::<a class="reference internal" href="#_CPPv4N4bgfx6Access4EnumE" title="bgfx::Access::Enum">Enum</a> <em>_access</em> = <a class="reference internal" href="#_CPPv4N4bgfx6AccessE" title="bgfx::Access">Access</a>::<a class="reference internal" href="#_CPPv4N4bgfx6Access4Enum5WriteE" title="bgfx::Access::Write">Write</a>, uint16_t <em>_layer</em> = 0, uint16_t <em>_mip</em> = 0, uint8_t <em>_resolve</em> = BGFX_RESOLVE_AUTO_GEN_MIPS<span class="sig-paren">)</span><a class="headerlink" href="#_CPPv4N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t7uint8_t" title="Permalink to this definition">¶</a><br /></dt>
+<dt id="_CPPv4N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t8uint16_t7uint8_t">
+<span id="_CPPv3N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t8uint16_t7uint8_t"></span><span id="_CPPv2N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t8uint16_t7uint8_t"></span><span id="bgfx::Attachment::init__TextureHandle.Access::Enum.uint16_t.uint16_t.uint16_t.uint8_t"></span><span class="target" id="structbgfx_1_1_attachment_1a3c7ea353a598612bec0a5c1d9e6ca0ec"></span>void <code class="sig-name descname">init</code><span class="sig-paren">(</span>TextureHandle <em>_handle</em>, <a class="reference internal" href="#_CPPv4N4bgfx6AccessE" title="bgfx::Access">Access</a>::<a class="reference internal" href="#_CPPv4N4bgfx6Access4EnumE" title="bgfx::Access::Enum">Enum</a> <em>_access</em> = <a class="reference internal" href="#_CPPv4N4bgfx6AccessE" title="bgfx::Access">Access</a>::<a class="reference internal" href="#_CPPv4N4bgfx6Access4Enum5WriteE" title="bgfx::Access::Write">Write</a>, uint16_t <em>_layer</em> = 0, uint16_t <em>_numLayers</em> = 1, uint16_t <em>_mip</em> = 0, uint8_t <em>_resolve</em> = BGFX_RESOLVE_AUTO_GEN_MIPS<span class="sig-paren">)</span><a class="headerlink" href="#_CPPv4N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t8uint16_t7uint8_t" title="Permalink to this definition">¶</a><br /></dt>
 <dd><p><a class="reference internal" href="#structbgfx_1_1_init"><span class="std std-ref">Init</span></a> attachment. </p>
 <p><dl class="simple">
 <dt><strong>Parameters</strong></dt><dd><ul class="breatheparameterlist simple">
 <li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_handle</span></code>: Render target texture handle. </p></li>
 <li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_access</span></code>: <a class="reference internal" href="#structbgfx_1_1_access"><span class="std std-ref">Access</span></a>. See <code class="docutils literal notranslate"><a class="reference internal" href="#structbgfx_1_1_access_1a1deee3013ec4834c19370685b1719180"><span class="std std-ref"><span class="pre">Access::Enum</span></span></a></code>. </p></li>
-<li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_layer</span></code>: Cubemap side or depth layer/slice. </p></li>
+<li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_layer</span></code>: Cubemap side or depth layer/slice to use. </p></li>
+<li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_numLayers</span></code>: Number of texture layer/slice(s) in array to use. </p></li>
 <li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_mip</span></code>: Mip level. </p></li>
 <li><p><code class="docutils literal notranslate"><span class="pre">[in]</span> <span class="pre">_resolve</span></code>: Resolve flags. See: <code class="docutils literal notranslate"><span class="pre">BGFX_RESOLVE_*</span></code> </p></li>
 </ul>
@@ -6899,7 +6907,13 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
 <dl class="cpp var">
 <dt id="_CPPv4N4bgfx10Attachment5layerE">
 <span id="_CPPv3N4bgfx10Attachment5layerE"></span><span id="_CPPv2N4bgfx10Attachment5layerE"></span><span id="bgfx::Attachment::layer__uint16_t"></span><span class="target" id="structbgfx_1_1_attachment_1aea8de271c840deb81f0d0d8743f034b2"></span>uint16_t <code class="sig-name descname">layer</code><a class="headerlink" href="#_CPPv4N4bgfx10Attachment5layerE" title="Permalink to this definition">¶</a><br /></dt>
-<dd><p>Cubemap side or depth layer/slice. </p>
+<dd><p>Cubemap side or depth layer/slice to use. </p>
+</dd></dl>
+
+<dl class="cpp var">
+<dt id="_CPPv4N4bgfx10Attachment9numLayersE">
+<span id="_CPPv3N4bgfx10Attachment9numLayersE"></span><span id="_CPPv2N4bgfx10Attachment9numLayersE"></span><span id="bgfx::Attachment::numLayers__uint16_t"></span><span class="target" id="structbgfx_1_1_attachment_1a203324d534e1eaf52763de4071573c35"></span>uint16_t <code class="sig-name descname">numLayers</code><a class="headerlink" href="#_CPPv4N4bgfx10Attachment9numLayersE" title="Permalink to this definition">¶</a><br /></dt>
+<dd><p>Number of texture layer/slice(s) in array to use. </p>
 </dd></dl>
 
 <dl class="cpp var">

+ 16 - 0
examples.html

@@ -137,6 +137,7 @@
 <li class="toctree-l2"><a class="reference internal" href="#svt">40-svt</a></li>
 <li class="toctree-l2"><a class="reference internal" href="#tess">41-tess</a></li>
 <li class="toctree-l2"><a class="reference internal" href="#bunnylod">42-bunnylod</a></li>
+<li class="toctree-l2"><a class="reference internal" href="#denoise">43-denoise</a></li>
 </ul>
 </li>
 <li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a></li>
@@ -1221,6 +1222,21 @@ off programatically.</p>
 <img alt="example-42-bunnylod" src="https://github.com/bkaradzic/bgfx/raw/master/examples/42-bunnylod/screenshot.png" />
 </div>
 </div>
+<div class="section" id="denoise">
+<h2><a class="reference external" href="https://github.com/bkaradzic/bgfx/tree/master/examples/43-denoise">43-denoise</a><a class="headerlink" href="#denoise" title="Permalink to this headline">¶</a></h2>
+<p>Denoise</p>
+<dl class="simple">
+<dt>Reference(s):</dt><dd><ul class="simple">
+<li><p><a class="reference external" href="https://web.archive.org/web/20170720213354/https://research.nvidia.com/sites/default/files/pubs/2017-07_Spatiotemporal-Variance-Guided-Filtering%3A/svgf_preprint.pdf">Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination.</a>.</p></li>
+<li><p><a class="reference external" href="https://web.archive.org/web/20200807211002/https://software.intel.com/content/www/us/en/develop/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing.html">Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing</a>.</p></li>
+<li><p><a class="reference external" href="https://web.archive.org/web/20130412085423/https://www.uni-ulm.de/fileadmin/website_uni_ulm/iui.inst.100/institut/Papers/atrousGIfilter.pdf">Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering</a>.</p></li>
+</ul>
+</dd>
+</dl>
+<div class="figure align-default">
+<img alt="example-43-denoise" src="https://github.com/bkaradzic/bgfx/raw/master/examples/43-denoise/screenshot.png" />
+</div>
+</div>
 </div>
 
 

+ 6 - 2
genindex.html

@@ -183,7 +183,7 @@
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx14allocTransformEP9Transform8uint16_t">bgfx::allocTransform (C++ function)</a>
 </li>
-      <li><a href="bgfx.html#_CPPv4N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_t">bgfx::allocTransientIndexBuffer (C++ function)</a>
+      <li><a href="bgfx.html#_CPPv4N4bgfx25allocTransientIndexBufferEP20TransientIndexBuffer8uint32_tb">bgfx::allocTransientIndexBuffer (C++ function)</a>
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx26allocTransientVertexBufferEP21TransientVertexBuffer8uint32_tRK12VertexLayout">bgfx::allocTransientVertexBuffer (C++ function)</a>
 </li>
@@ -193,11 +193,13 @@
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment6handleE">bgfx::Attachment::handle (C++ member)</a>
 </li>
-      <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t7uint8_t">bgfx::Attachment::init (C++ function)</a>
+      <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment4initE13TextureHandleN6Access4EnumE8uint16_t8uint16_t8uint16_t7uint8_t">bgfx::Attachment::init (C++ function)</a>
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment5layerE">bgfx::Attachment::layer (C++ member)</a>
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment3mipE">bgfx::Attachment::mip (C++ member)</a>
+</li>
+      <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment9numLayersE">bgfx::Attachment::numLayers (C++ member)</a>
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx10Attachment7resolveE">bgfx::Attachment::resolve (C++ member)</a>
 </li>
@@ -1026,6 +1028,8 @@
       <li><a href="bgfx.html#_CPPv4N4bgfx20TransientIndexBuffer4dataE">bgfx::TransientIndexBuffer::data (C++ member)</a>
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx20TransientIndexBuffer6handleE">bgfx::TransientIndexBuffer::handle (C++ member)</a>
+</li>
+      <li><a href="bgfx.html#_CPPv4N4bgfx20TransientIndexBuffer9isIndex16E">bgfx::TransientIndexBuffer::isIndex16 (C++ member)</a>
 </li>
       <li><a href="bgfx.html#_CPPv4N4bgfx20TransientIndexBuffer4sizeE">bgfx::TransientIndexBuffer::size (C++ member)</a>
 </li>

+ 1 - 0
index.html

@@ -266,6 +266,7 @@ licensed under permissive BSD-2 clause open source license.</p>
 <li class="toctree-l2"><a class="reference internal" href="examples.html#svt">40-svt</a></li>
 <li class="toctree-l2"><a class="reference internal" href="examples.html#tess">41-tess</a></li>
 <li class="toctree-l2"><a class="reference internal" href="examples.html#bunnylod">42-bunnylod</a></li>
+<li class="toctree-l2"><a class="reference internal" href="examples.html#denoise">43-denoise</a></li>
 </ul>
 </li>
 <li class="toctree-l1"><a class="reference internal" href="bgfx.html">API Reference</a><ul>

BIN
objects.inv


+ 1 - 0
overview.html

@@ -578,6 +578,7 @@ bindings.</p></li>
 <li><p>Jukka Jylänki (<a class="reference external" href="https://github.com/juj">&#64;juj</a>) - Various WebGL optimizations and fixes.</p></li>
 <li><p>Hugo Amnov (<a class="reference external" href="https://github.com/hugoam">&#64;hugoam</a>) - WebGPU/Dawn rendering backend.</p></li>
 <li><p>Christophe Dehais (<a class="reference external" href="https://github.com/goodartistscopy">&#64;goodartistscopy</a>) - Various bug fixes.</p></li>
+<li><p>elvencache (<a class="reference external" href="https://github.com/elvencache">&#64;elvencache</a>) - <a class="reference external" href="examples.html#denoise">43-denoise</a> example.</p></li>
 </ul>
 </div></blockquote>
 <p>and <a class="reference external" href="https://github.com/bkaradzic/bgfx/graphs/contributors">others</a>…</p>

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 0 - 0
searchindex.js


+ 67 - 0
tools.html

@@ -280,6 +280,73 @@ precission instead of using <code class="docutils literal notranslate"><span cla
 </ul>
 <p>For more info see <a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh">shader helper
 macros</a>.</p>
+<dl>
+<dt>Options:</dt><dd><dl class="option-list">
+<dt><kbd><span class="option">-h</span>, <span class="option">--help</span></kbd></dt>
+<dd><p>Help.</p>
+</dd>
+<dt><kbd><span class="option">-v</span>, <span class="option">--version</span></kbd></dt>
+<dd><p>Version information only.</p>
+</dd>
+<dt><kbd><span class="option">-f <var>&lt;file path&gt;</var></span></kbd></dt>
+<dd><p>Input file path.</p>
+</dd>
+<dt><kbd><span class="option">-i <var>&lt;include path&gt;</var></span></kbd></dt>
+<dd><p>Include path (for multiple paths use -i multiple times).</p>
+</dd>
+<dt><kbd><span class="option">-o <var>&lt;file path&gt;</var></span></kbd></dt>
+<dd><p>Output file path.</p>
+</dd>
+<dt><kbd><span class="option">--bin2c <var>&lt;array name&gt;</var></span></kbd></dt>
+<dd><p>Generate C header file. If array name is not specified base file name will be used as name.</p>
+</dd>
+<dt><kbd><span class="option">--depends</span></kbd></dt>
+<dd><p>Generate makefile style depends file.</p>
+</dd>
+<dt><kbd><span class="option">--platform <var>&lt;platform&gt;</var></span></kbd></dt>
+<dd><p>Target platform.</p>
+</dd>
+<dt><kbd><span class="option">-p</span>, <span class="option">--profile <var>&lt;profile&gt;</var></span></kbd></dt>
+<dd><p>Shader model (default GLSL).</p>
+</dd>
+<dt><kbd><span class="option">--preprocess</span></kbd></dt>
+<dd><p>Preprocess only.</p>
+</dd>
+<dt><kbd><span class="option">--define <var>&lt;defines&gt;</var></span></kbd></dt>
+<dd><p>Add defines to preprocessor (semicolon separated).</p>
+</dd>
+<dt><kbd><span class="option">--raw</span></kbd></dt>
+<dd><p>Do not process shader. No preprocessor, and no glsl-optimizer (GLSL only).</p>
+</dd>
+<dt><kbd><span class="option">--type <var>&lt;type&gt;</var></span></kbd></dt>
+<dd><p>Shader type (vertex, fragment)</p>
+</dd>
+<dt><kbd><span class="option">--varyingdef <var>&lt;file path&gt;</var></span></kbd></dt>
+<dd><p>Path to varying.def.sc file.</p>
+</dd>
+<dt><kbd><span class="option">--verbose</span></kbd></dt>
+<dd><p>Verbose.</p>
+</dd>
+</dl>
+</dd>
+</dl>
+<p>Options (DX9 and DX11 only):</p>
+<blockquote>
+<div><dl class="option-list">
+<dt><kbd><span class="option">--debug</span></kbd></dt>
+<dd><p>Debug information.</p>
+</dd>
+<dt><kbd><span class="option">--disasm</span></kbd></dt>
+<dd><p>Disassemble compiled shader.</p>
+</dd>
+<dt><kbd><span class="option">-O <var>&lt;level&gt;</var></span></kbd></dt>
+<dd><p>Optimization level (0, 1, 2, 3).</p>
+</dd>
+<dt><kbd><span class="option">--Werror</span></kbd></dt>
+<dd><p>Treat warnings as errors.</p>
+</dd>
+</dl>
+</div></blockquote>
 <div class="section" id="building-shaders">
 <h3>Building shaders<a class="headerlink" href="#building-shaders" title="Permalink to this headline">¶</a></h3>
 <p>Shaders must be compiled for all renderers by using <cite>shaderc</cite> tool. Makefile to simplify building

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