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@ -9,6 +9,7 @@ A comprehensive collection of open source C++ examples for [Vulkan®](https://ww
+ [Cloning](#Cloning) + [Cloning](#Cloning)
+ [Assets](#Assets) + [Assets](#Assets)
+ [Building](#Building) + [Building](#Building)
+ [Running](#Running)
+ [Shaders](#Shaders) + [Shaders](#Shaders)
+ [Examples](#Examples) + [Examples](#Examples)
+ [Basics](#Basics) + [Basics](#Basics)
@ -63,6 +64,28 @@ The repository contains everything required to compile and build the examples on
See [BUILD.md](BUILD.md) for details on how to build for the different platforms. See [BUILD.md](BUILD.md) for details on how to build for the different platforms.
## Running
Once built, examples can be run from the bin directory. The list of available command line options can be brought up with `--help`:
```
-v, --validation: Enable validation layers
-br, --benchruntime: Set duration time for benchmark mode in seconds
-vs, --vsync: Enable V-Sync
-w, --width: Set window width
-f, --fullscreen: Start in fullscreen mode
--help: Show help
-h, --height: Set window height
-bt, --benchframetimes: Save frame times to benchmark results file
-s, --shaders: Select shader type to use (glsl or hlsl)
-b, --benchmark: Run example in benchmark mode
-g, --gpu: Select GPU to run on
-bf, --benchfilename: Set file name for benchmark results
-gl, --listgpus: Display a list of available Vulkan devices
-bw, --benchwarmup: Set warmup time for benchmark mode in seconds
```
Note that some examples require specific device features, and if you are on a multi-gpu system you might need to use the `-gl` and `-g` to select a gpu that supports them.
## Shaders ## Shaders
Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](data/shaders/glsl) but thanks to an external contribution you'll also find [HLSL](data/shaders/hlsl) shader sources. Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](data/shaders/glsl) but thanks to an external contribution you'll also find [HLSL](data/shaders/hlsl) shader sources.