Update docs with new GL extension requirements

This commit is contained in:
baldurk
2019-02-11 15:51:14 +00:00
parent deb3f4d92c
commit 35294607f5
+5 -6
View File
@@ -19,14 +19,13 @@ On OpenGL ES, any context version 2.0 and above is supported.
Replay requirements
-------------------
RenderDoc assumes a certain minimum feature set on replay. On desktop this means you must be able to create a 3.2 context with the following extensions available:
RenderDoc assumes a certain minimum feature set on replay. On desktop this means you must be able to create a 3.2 context with the ``GL_ARB_separate_shader_objects`` extension available.
* GL_ARB_program_interface_query
* GL_ARB_separate_shader_objects
Theis extension should not require newer hardware than the base 3.2 context, but it might need an updated driver to be listed as available.
These extensions should not require newer hardware than the base 3.2 context, but they might need an updated driver to be listed as available. Also note that this is the *minimum* required extension set to replay, some analysis features will be disabled unless you have more capable hardware features such as GL_ARB_shader_image_load_store, GL_ARB_compute_shader and GL_ARB_gpu_shader5.
Also note that this is the *minimum* required extension set to replay, some analysis features will be disabled unless you have more capable hardware features such as GL_ARB_shader_image_load_store, GL_ARB_compute_shader and GL_ARB_gpu_shader5.
On OpenGL ES, you must be able to create a GLES 3 context to replay.
On OpenGL ES, you must be able to create a GLES 3 context to replay, again with the above ``GL_ARB_separate_shader_objects`` extension.
Multiple contexts & multithreading
----------------------------------
@@ -54,7 +53,7 @@ OpenGL ES capture and replay on Android is natively supported. For more informat
OS X
----
OS X is not yet supported for OpenGL capture, in part due to some of the required replay extensions above being missing, and also due to missing platform-specific hooking code.
OS X is not yet officially supported for OpenGL capture, however work is in progress on development builds.
See Also
--------