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.
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@ -342,9 +342,9 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" -b, --breakpoints Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 instead).\n");
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OS::get_singleton()->print(" --profiling Enable profiling in the script debugger.\n");
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OS::get_singleton()->print(" --gpu-profile Show a GPU profile of the tasks that took the most time during frame rendering.\n");
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OS::get_singleton()->print(" --vk-layers Enable Vulkan validation layers for debugging.\n");
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OS::get_singleton()->print(" --gpu-validation Enable graphics API validation layers for debugging.\n");
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#if DEBUG_ENABLED
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OS::get_singleton()->print(" --gpu-abort Abort on GPU errors (usually validation layer errors), may help see the problem if your system freezes.\n");
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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");
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#endif
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OS::get_singleton()->print(" --remote-debug <uri> Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
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#if defined(DEBUG_ENABLED)
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@ -831,7 +831,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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OS::get_singleton()->print("Missing GPU index argument, aborting.\n");
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goto error;
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}
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} else if (I->get() == "--vk-layers") {
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} else if (I->get() == "--gpu-validation") {
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Engine::singleton->use_validation_layers = true;
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#ifdef DEBUG_ENABLED
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} else if (I->get() == "--gpu-abort") {
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@ -61,8 +61,8 @@ _arguments \
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'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
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'--profiling[enable profiling in the script debugger]' \
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'--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
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'--vk-layers[enable Vulkan validation layers for debugging]' \
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'--gpu-abort[abort on GPU errors (usually validation layer errors)]' \
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'--gpu-validation[enable graphics API validation layers for debugging]' \
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'--gpu-abort[abort on graphics API usage errors (usually validation layer errors)]' \
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'--remote-debug[enable remote debugging]:remote debugger address' \
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'--debug-collisions[show collision shapes when running the scene]' \
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'--debug-navigation[show navigation polygons when running the scene]' \
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@ -64,7 +64,7 @@ _complete_godot_options() {
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--breakpoints
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--profiling
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--gpu-profile
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--vk-layers
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--gpu-validation
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--gpu-abort
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--remote-debug
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--debug-collisions
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@ -74,8 +74,8 @@ complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
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complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
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complete -c godot -l profiling -d "Enable profiling in the script debugger"
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complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
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complete -c godot -l vk-layers -d "Enable Vulkan validation layers for debugging"
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complete -c godot -l gpu-abort -d "Abort on GPU errors (usually validation layer errors)"
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complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging"
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complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)"
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complete -c godot -l remote-debug -d "Enable remote debugging"
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complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
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complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
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