@@ -178,7 +178,7 @@ To compile Godot with Direct3D 12 support you need at least the following:
178
178
it anywhere, unzip it and remember the path to the unzipped folder, you will
179
179
need it below.
180
180
- `godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/ >`_.
181
- We compile the MESA libraries you will need into a static library. Download it
181
+ We compile the Mesa libraries you will need into a static library. Download it
182
182
anywhere, unzip it and remember the path to the unzipped folder, you will
183
183
need it below.
184
184
@@ -197,29 +197,47 @@ To compile Godot with Direct3D 12 support you need at least the following:
197
197
198
198
Optionally, you can compile with the following for additional features:
199
199
200
- - `Pix <https://devblogs.microsoft.com/pix/download >`_: Download the
201
- WinPixEventRuntime package. You will be taken to a NuGet package page where
202
- you can click "Download package" to get it. Once downloaded, change the file
203
- extension to .zip and unzip the file to some path.
204
- - `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility >`_: Download
205
- the latest Agility SDK package. You will be taken to a NuGet package page where
206
- you can click "Download package" to get it. Once downloaded, change the file
207
- extension to .zip and unzip the file to some path.
200
+ - `PIX <https://devblogs.microsoft.com/pix/download >`_ is a performance tuning
201
+ and debugging application for Direct3D12 applications. If you compile-in
202
+ support for it, you can get much more detailed information through PIX that
203
+ will help you optimize your game and troubleshoot graphics bugs. To use it,
204
+ download the WinPixEventRuntime package. You will be taken to a NuGet package
205
+ page where you can click "Download package" to get it. Once downloaded, change
206
+ the file extension to .zip and unzip the file to some path.
207
+ - `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility >`_ can
208
+ be used to provide access to the latest Direct3D 12 features without relying
209
+ on driver updates. To use it, download the latest Agility SDK package. You
210
+ will be taken to a NuGet package page where you can click "Download package"
211
+ to get it. Once downloaded, change the file extension to .zip and unzip the
212
+ file to some path.
208
213
209
- .. note :: If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used.
214
+ .. note :: If you use a preview version of the Agility SDK, remember to enable
215
+ developer mode in Windows; otherwise it won't be used.
210
216
211
- When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries::
217
+ When building Godot, you will need to tell SCons to use Direct3D 12 and where to
218
+ look for the additional libraries::
212
219
213
- C:\godot> scons platform=windows d3d12=yes DXC_PATH =<...> plus mesa_libs=<...>
220
+ C:\godot> scons platform=windows d3d12=yes dxc_path =<...> mesa_libs=<...>
214
221
215
222
Or, with all options enabled::
216
223
217
- C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...> AGILITY_SDK_PATH=<...> PIX_PATH=<...>
218
-
219
- .. 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.
220
- 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.
221
-
222
- .. 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.
224
+ C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
225
+
226
+ .. note :: The build process will copy ``dxil.dll`` from the ``bin/<arch>/``
227
+ directory in the DXC folder to the Godot binary directory and the
228
+ appropriate ``bin/<arch> `` file in the Godot binary directory.
229
+ Direct3D 12-enabled Godot packages for distribution to end users must
230
+ include the ``dxil.dll `` (and relevant folders if using multi-arch),
231
+ both for the editor and games. At runtime, the renderer will try to
232
+ load the DLL from the arch-specific folders, and will fall back to the
233
+ same directory as the Godot executable if the appropriate arch isn't
234
+ found.
235
+
236
+ .. note :: For the Agility SDK's DLLs you have to explicitly choose the kind of
237
+ workflow. Single-arch is the default (DLLs copied to ``bin/ ``). If you
238
+ pass ``agility_sdk_multi_arch=yes `` to SCons, you'll opt-in for
239
+ multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/ ``
240
+ subdirectories and at runtime the right one will be loaded.
223
241
224
242
Development in Visual Studio
225
243
----------------------------
0 commit comments