diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst
index 716208569..3cf268d19 100644
--- a/contributing/development/compiling/compiling_for_windows.rst
+++ b/contributing/development/compiling/compiling_for_windows.rst
@@ -178,7 +178,7 @@ To compile Godot with Direct3D 12 support you need at least the following:
it anywhere, unzip it and remember the path to the unzipped folder, you will
need it below.
- `godot-nir-static library `_.
- We compile the MESA libraries you will need into a static library. Download it
+ We compile the Mesa libraries you will need into a static library. Download it
anywhere, unzip it and remember the path to the unzipped folder, you will
need it below.
@@ -197,29 +197,47 @@ To compile Godot with Direct3D 12 support you need at least the following:
Optionally, you can compile with the following for additional features:
-- `Pix `_: Download the
- WinPixEventRuntime package. You will be taken to a NuGet package page where
- you can click "Download package" to get it. Once downloaded, change the file
- extension to .zip and unzip the file to some path.
-- `Agility SDK `_: Download
- the latest Agility SDK package. You will be taken to a NuGet package page where
- you can click "Download package" to get it. Once downloaded, change the file
- extension to .zip and unzip the file to some path.
+- `PIX `_ is a performance tuning
+ and debugging application for Direct3D12 applications. If you compile-in
+ support for it, you can get much more detailed information through PIX that
+ will help you optimize your game and troubleshoot graphics bugs. To use it,
+ download the WinPixEventRuntime package. You will be taken to a NuGet package
+ page where you can click "Download package" to get it. Once downloaded, change
+ the file extension to .zip and unzip the file to some path.
+- `Agility SDK `_ can
+ be used to provide access to the latest Direct3D 12 features without relying
+ on driver updates. To use it, download the latest Agility SDK package. You
+ will be taken to a NuGet package page where you can click "Download package"
+ to get it. Once downloaded, change the file extension to .zip and unzip the
+ file to some path.
-.. note:: If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used.
+.. note:: If you use a preview version of the Agility SDK, remember to enable
+ developer mode in Windows; otherwise it won't be used.
-When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries::
+When building Godot, you will need to tell SCons to use Direct3D 12 and where to
+look for the additional libraries::
- C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...>
+ C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...>
Or, with all options enabled::
- C:\godot> scons platform=windows d3d12=yes DXC_PATH=<...> plus mesa_libs=<...> AGILITY_SDK_PATH=<...> PIX_PATH=<...>
+ C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
-.. note:: The build process will copy dxil.dll from the bin// directory in the DXC folder to the Godot binary directory and the appropriate bin/ file in the Godot binary directory. Direct3D 12-enabled Godot packages for distribution to end users must include the dxil.dll (and relevant folders if using multi-arch), both for the editor and games.
- At runtime, the renderer will try to load the DLL from the arch-specific folders, and will fall back to the same directory as the Godot executable if the appropriate arch isn't found.
+.. note:: The build process will copy ``dxil.dll`` from the ``bin//``
+ directory in the DXC folder to the Godot binary directory and the
+ appropriate ``bin/`` file in the Godot binary directory.
+ Direct3D 12-enabled Godot packages for distribution to end users must
+ include the ``dxil.dll`` (and relevant folders if using multi-arch),
+ both for the editor and games. At runtime, the renderer will try to
+ load the DLL from the arch-specific folders, and will fall back to the
+ same directory as the Godot executable if the appropriate arch isn't
+ found.
-.. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of workflow. Single-arch is the default (DLLs copied to bin/). If you pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for multi-arch. DLLs will be copied to the appropiate bin// subdirectories and at runtime the right one will be loaded.
+.. note:: For the Agility SDK's DLLs you have to explicitly choose the kind of
+ workflow. Single-arch is the default (DLLs copied to ``bin/``). If you
+ pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for
+ multi-arch. DLLs will be copied to the appropriate ``bin//``
+ subdirectories and at runtime the right one will be loaded.
Development in Visual Studio
----------------------------