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docs: add v shader section, add help text (#12594)

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Larpon 2021-11-28 16:17:04 +01:00 committed by GitHub
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3 changed files with 32 additions and 1 deletions

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@ -90,7 +90,7 @@ fn main() {
show_help: fp.bool('help', `h`, false, 'Show this help text.')
force_update: fp.bool('force-update', `u`, false, 'Force update of the sokol-shdc tool.')
verbose: fp.bool('verbose', `v`, false, 'Be verbose about the tools progress.')
slangs: fp.string_multi('slang', `l`, 'Shader dialects to generate code for. Default is all. Available: $supported_slangs')
slangs: fp.string_multi('slang', `l`, 'Shader dialects to generate code for. Default is all.\n Available dialects: $supported_slangs')
}
if opt.show_help {
println(fp.usage())

17
cmd/v/help/shader.txt Normal file
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@ -0,0 +1,17 @@
Usage:
v shader [options] [DIRECTORY / FILE]
Examples:
v shader .
v shader examples/sokol/02_cubes_glsl/cube_glsl.glsl
Compile shaders in sokol's annotated GLSL format to C headers for use with sokol based apps.
Sokol based apps include all apps using V's gg module.
Options:
-h, --help Show this help text.
-v, --verbose Be verbose about the tools progress.
-u, --force-update Force update of the sokol-shdc tool.
-l, --slang <multiple strings> Shader dialects to generate code for. Default is all.
Available: 'glsl330', 'glsl100', 'glsl300es', 'hlsl4', 'hlsl5', 'metal_macos', 'metal_ios', 'metal_sim', 'wgpu'

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@ -124,6 +124,7 @@ For more details and troubleshooting, please visit the [vab GitHub repository](h
* [Writing documentation](#writing-documentation)
* [Tools](#tools)
* [v fmt](#v-fmt)
* [v shader](#v-shader)
* [Profiling](#profiling)
* [Package Management](#package-management)
* [Publish package](#publish-package)
@ -4121,6 +4122,19 @@ A vfmt run is usually pretty cheap (takes <30ms).
Always run `v fmt -w file.v` before pushing your code.
### v shader
You can use GPU shaders with V graphical apps. You write your shaders in an
[annotated GLSL dialect](https://github.com/vlang/v/blob/1d8ece7/examples/sokol/02_cubes_glsl/cube_glsl.glsl)
and use `v shader` to compile them for all supported target platforms.
```shell
v shader /path/to/project/dir/or/file.v
```
Currently you need to include a header and declare a glue function before
using the shader in your code.
### Profiling
V has good support for profiling your programs: `v -profile profile.txt run file.v`