diff --git a/docs/behind_scenes/d3d12_support.rst b/docs/behind_scenes/d3d12_support.rst index baef08c90..c38e392d9 100644 --- a/docs/behind_scenes/d3d12_support.rst +++ b/docs/behind_scenes/d3d12_support.rst @@ -21,7 +21,6 @@ RenderDoc has initial support for D3D12, but it contains some caveats. In additi * RenderDoc captures may not be portable between different systems, only currently supporting capture and replay on the same or similar enough machines. * Reserved resources are not supported. * Pixel history is not implemented. -* Shader debugging is not currently supported. DXIL support ------------ diff --git a/docs/getting_started/features.rst b/docs/getting_started/features.rst index a7a52253a..ecd00762e 100644 --- a/docs/getting_started/features.rst +++ b/docs/getting_started/features.rst @@ -81,6 +81,7 @@ D3D12 * Support for D3D12 up to D3D12.3, Windows 10 only. * Debug marker uses the PIXSetMarker macros that go through SetMarker/BeginEvent/EndEvent on the command list +* Vertex, Pixel and Compute shader debugging. Vulkan ------ diff --git a/docs/how/how_debug_shader.rst b/docs/how/how_debug_shader.rst index dc8198b7e..012046c9a 100644 --- a/docs/how/how_debug_shader.rst +++ b/docs/how/how_debug_shader.rst @@ -5,7 +5,7 @@ This page goes into detail about how to set up your captures for debugging shade .. warning:: - Shader debugging is currently only supported in D3D11. On other APIs the debug options listed below will either be hidden or disabled. + Shader debugging is currently only supported in D3D11 and D3D12. On other APIs the debug options listed below will either be hidden or disabled. Including debug info in shaders -------------------------------