Don't refer specifically to windows 10, include all versions

* Windows versions numbers no longer make sense since 11 is just 10 with a worse
  UI refresh, but since it works the same it will be supported as well.
This commit is contained in:
baldurk
2022-10-28 15:31:28 +01:00
parent 1303a50cf5
commit 7393c6db5a
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@@ -4,7 +4,7 @@
[![CI](https://github.com/baldurk/renderdoc/workflows/CI/badge.svg?branch=actions-test&event=push)](https://github.com/baldurk/renderdoc/actions)
[![Contributor Covenant](https://img.shields.io/badge/Contributor%20Covenant-v2.0%20adopted-ff69b4.svg)](docs/CODE_OF_CONDUCT.md)
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license.
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows, Linux, Android, and Nintendo Switch™. It is completely open-source under the MIT license.
If you have any questions, suggestions or problems or you can [create an issue](https://github.com/baldurk/renderdoc/issues/new/choose) here on github, [email me directly](mailto:baldurk@baldurk.org) or come into [IRC](https://webchat.oftc.net/?channels=renderdoc) or [Discord](https://discord.gg/ahq6yRB) to discuss it.
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@@ -79,14 +79,14 @@ D3D11
D3D12
-----
* Support for D3D12 up to D3D12.3, Windows 10 only.
* Support for D3D12 up to D3D12.9, Windows 10 and above, and D3D12On7 on Windows 7.
* Debug marker uses the SetMarker/BeginEvent/EndEvent functions on the command list or queue.
* Vertex, Pixel and Compute shader debugging for DXBC/fxc shaders.
Vulkan
------
* Support for Vulkan 1.2 on Windows, Linux, Android, and Stadia.
* Support for Vulkan 1.3 on Windows, Linux, Android, and Stadia.
* Event markers and object naming both come from ``VK_EXT_debug_utils`` or deprecated ``VK_EXT_debug_marker``.
Captures have a very limited amount of portability between machines. Many hardware-specific feature uses are baked into captures, and portability depends on how similar the capture and replay hardware are, whether these feature uses can map the same in both cases. Captures are however completely portable between different OSes with sufficiently comparable hardware.