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Batch update for bits of documentation that were out of date
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@@ -107,6 +107,8 @@ uint RENDERDOC_TextureType;
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<listItem><para>Depth + Stencil</para></listItem>
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<listItem><para>Depth (Multisampled)</para></listItem>
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<listItem><para>Depth + Stencil (Multisampled)</para></listItem>
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<listItem><para>Cubemap</para></listItem>
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<listItem><para>2D texture (Multisampled)</para></listItem>
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</list>
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</entry>
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@@ -135,14 +137,17 @@ Texture2DArray<uint2> texDisplayTexStencilArray : register(t5);
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Texture2DMSArray<float2> texDisplayTexDepthMSArray : register(t6);
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Texture2DMSArray<uint2> texDisplayTexStencilMSArray : register(t7);
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Texture2DArray<float4> texDisplayTexCubeArray : register(t8);
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Texture2DMSArray<float4> texDisplayTex2DMSArray : register(t9);
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Texture1DArray<uint4> texDisplayUIntTex1DArray : register(t11);
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Texture2DArray<uint4> texDisplayUIntTex2DArray : register(t12);
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Texture3D<uint4> texDisplayUIntTex3D : register(t13);
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Texture2DMSArray<uint4> texDisplayUIntTex2DMSArray : register(t19);
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Texture1DArray<int4> texDisplayIntTex1DArray : register(t21);
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Texture2DArray<int4> texDisplayIntTex2DArray : register(t22);
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Texture3D<int4> texDisplayIntTex3D : register(t23);
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Texture2DMSArray<int4> texDisplayIntTex2DMSArray : register(t29);
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</code>
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<para>These resources are bound sparsely with the appropriate type for the
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current texture. With a couple of exceptions there will only be one texture bound
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