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.
This commit is contained in:
Hugo Locurcio 2022-05-16 21:34:18 +02:00
parent 23207fcfdd
commit cd99ea5882
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
4 changed files with 8 additions and 8 deletions

View file

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

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@ -61,8 +61,8 @@ _arguments \
'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
'--profiling[enable profiling in the script debugger]' \
'--gpu-profile[show a GPU profile of the tasks that took the most time during frame rendering]' \
'--vk-layers[enable Vulkan validation layers for debugging]' \
'--gpu-abort[abort on GPU errors (usually validation layer errors)]' \
'--gpu-validation[enable graphics API validation layers for debugging]' \
'--gpu-abort[abort on graphics API usage errors (usually validation layer errors)]' \
'--remote-debug[enable remote debugging]:remote debugger address' \
'--debug-collisions[show collision shapes when running the scene]' \
'--debug-navigation[show navigation polygons when running the scene]' \

View file

@ -64,7 +64,7 @@ _complete_godot_options() {
--breakpoints
--profiling
--gpu-profile
--vk-layers
--gpu-validation
--gpu-abort
--remote-debug
--debug-collisions

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@ -74,8 +74,8 @@ complete -c godot -s d -l debug -d "Debug (local stdout debugger)"
complete -c godot -s b -l breakpoints -d "Specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)" -x
complete -c godot -l profiling -d "Enable profiling in the script debugger"
complete -c godot -l gpu-profile -d "Show a GPU profile of the tasks that took the most time during frame rendering"
complete -c godot -l vk-layers -d "Enable Vulkan validation layers for debugging"
complete -c godot -l gpu-abort -d "Abort on GPU errors (usually validation layer errors)"
complete -c godot -l gpu-validation -d "Enable graphics API validation layers for debugging"
complete -c godot -l gpu-abort -d "Abort on graphics API usage errors (usually validation layer errors)"
complete -c godot -l remote-debug -d "Enable remote debugging"
complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"