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Updated README.
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README.md

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@@ -9,18 +9,21 @@ This is a vscode extension allowing syntax highlighting, linting & symbol provid
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Currently, it support some features and languages:
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- Syntax Highlighting: Provide improved syntax highlighting for code.
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- Diagnostic: Provide errors & warning as user type code.
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- Symbol provider: provide goto, completion, hover, signature...
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- Local symbols: Provide all user created symbols (function, constant, types...).
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- Intrinsics symbols: Provide all languages provided intrinsics symbols.
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- Regions: Detect inactive regions in code due to preprocessor and grey them out.
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|Language|Syntax Highlighting|Diagnostics |Local symbols|Intrinsics symbols|Regions|
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|--------|-------------------|------------|-------------|------------------|-------|
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|GLSL ||✅(glslang)||||
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|HLSL ||✅(DXC) ||||
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|WGSL ||✅(Naga) ||||
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- **[Syntax Highlighting](#syntax-highlighting)**: Improved syntax highlighting for code.
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- **[Diagnostic](#diagnostics)**: Highlight errors & warning as user type code.
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- **[goto](#goto)**: Go to a symbol definition
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- **[completion](#autocompletion)**: Suggest completion items
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- **[hover](#hover)**: Add tooltip when hovering symbols
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- **[signature](#signature)**: Help when selecting a signature
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- **[inlay hints](#inlay-hints)**: Add hints to function calls
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- **[Variant](#variants)**: Define multiple shader variant entry point & quickly switch between them.
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- **[Regions](#regions)**: Detect inactive regions in code due to preprocessor and grey them out.
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|Language|Syntax Highlighting|Diagnostics |User symbols |Built-in symbols|Regions|
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|--------|-------------------|------------|-------------|----------------|-------|
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|GLSL ||✅(glslang)||||
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|HLSL ||✅(DXC) ||||
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|WGSL ||✅(Naga) ||||
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## Features
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"editor.inlayHints.enabled": "offUnlessPressed"
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```
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### Regions
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Grey out inactive regions depending on currently declared preprocessor & filter symbols.
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### Variants
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![diagnostic](res/doc/inactive-regions.png)
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Swap shader variant on the fly to change entry point & macro definition. This allow you to define and easily change between the one you have set, affecting regions. For example when you have a lot of entry point in a single shader file, splitted using macros, or want to see the content from your dependencies with the context passed from you main entry point.
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### Variants
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You can then access these variants directly from the dedicated window and then access them by clicking on them.
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Swap shader variant on the fly to change regions behaviour & macro definition.
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A neat feature for big shader codebase with lot of entry point everywhere !
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![shader-variant](res/doc/variants.png)
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### Regions
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Grey out inactive regions depending on currently declared preprocessor & filter symbols.
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![diagnostic](res/doc/inactive-regions.png)
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### And much more
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This extension also support some features such as document symbols, workspace symbols...

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