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Co-authored-by: Rémi Verschelde <[email protected]>
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contributing/development/compiling/compiling_for_windows.rst

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@@ -178,7 +178,7 @@ To compile Godot with Direct3D 12 support you need at least the following:
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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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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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need it below.
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@@ -197,29 +197,47 @@ To compile Godot with Direct3D 12 support you need at least the following:
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Optionally, you can compile with the following for additional features:
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- `Pix <https://devblogs.microsoft.com/pix/download>`_: Download the
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WinPixEventRuntime package. You will be taken to a NuGet package page where
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you can click "Download package" to get it. Once downloaded, change the file
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extension to .zip and unzip the file to some path.
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- `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_: Download
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the latest Agility SDK package. You will be taken to a NuGet package page where
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you can click "Download package" to get it. Once downloaded, change the file
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extension to .zip and unzip the file to some path.
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- `PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning
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and debugging application for Direct3D12 applications. If you compile-in
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support for it, you can get much more detailed information through PIX that
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will help you optimize your game and troubleshoot graphics bugs. To use it,
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download the WinPixEventRuntime package. You will be taken to a NuGet package
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page where you can click "Download package" to get it. Once downloaded, change
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the file extension to .zip and unzip the file to some path.
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- `Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can
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be used to provide access to the latest Direct3D 12 features without relying
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on driver updates. To use it, download the latest Agility SDK package. You
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will be taken to a NuGet package page where you can click "Download package"
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to get it. Once downloaded, change the file extension to .zip and unzip the
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file to some path.
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.. note:: If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used.
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.. note:: If you use a preview version of the Agility SDK, remember to enable
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developer mode in Windows; otherwise it won't be used.
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When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries::
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When building Godot, you will need to tell SCons to use Direct3D 12 and where to
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look for the additional libraries::
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C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...>
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C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...>
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Or, with all options enabled::
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C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...> AGILITY_SDK_PATH=<...> PIX_PATH=<...>
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.. 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.
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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.
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.. 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.
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C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
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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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.. 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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pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
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multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
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subdirectories and at runtime the right one will be loaded.
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Development in Visual Studio
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----------------------------

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