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https://github.com/baldurk/renderdoc.git
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Add syntax highlighting
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@@ -175,6 +175,7 @@ Querying an ID3D11Device for UUID ``{A7AA6116-9C8D-4BBA-9083-B4D816B71B78}`` wil
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It's unlikely the extension will ever be 'made official', so these enumerants can be used:
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.. highlight:: c++
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.. code:: c++
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#define GL_DEBUG_TOOL_EXT 0x6789
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@@ -24,6 +24,7 @@ This page is a random hodge-podge of different tips and tricks that might not be
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#. You can close tabs by middle clicking on them.
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#. You can trigger a capture from code. renderdoc.dll exports an :doc:`in_application_api` for this purpose, defined in ``renderdoc_app.h`` in the distributions:
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.. highlight:: c++
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.. code:: c++
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#include "renderdoc_app.h"
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@@ -49,6 +50,7 @@ This page is a random hodge-podge of different tips and tricks that might not be
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#. To get API debug or error messages, enable "Create Debug Device" when capturing then check out the :doc:`../window/debug_messages` window.
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#. Detecting RenderDoc from your code can either be done by trying to load and use the renderdoc :doc:`in_application_api`, or through API specific ways:
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.. highlight:: c++
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.. code:: c++
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// For D3D11:
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@@ -68,6 +70,7 @@ This page is a random hodge-podge of different tips and tricks that might not be
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#. RenderDoc can be informed about separated debug shader blobs through API specific ways:
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.. highlight:: c++
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.. code:: c++
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// For D3D11:
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@@ -30,7 +30,8 @@ The shader editor when using the UI can be used to insert these snippets for you
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UV co-ordinates (D3D11 only)
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````````````````````````````
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.. code:: c
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.. highlight:: c++
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.. code:: c++
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float4 main(float4 pos : SV_Position, float4 uv : TEXCOORD0) : SV_Target0
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{
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@@ -46,7 +47,8 @@ This input is defined as two parameters to the shader entry point. The first def
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Texture dimensions
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``````````````````
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.. code:: c
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.. highlight:: c++
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.. code:: c++
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uint4 RENDERDOC_TexDim; // hlsl
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uvec4 RENDERDOC_TexDim; // glsl
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@@ -62,7 +64,8 @@ This variable will be filled out with the following values:
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Selected Mip level
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``````````````````
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.. code:: c
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.. highlight:: c++
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.. code:: c++
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uint RENDERDOC_SelectedMip;
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@@ -71,7 +74,8 @@ This variable will be filled out with the selected mip level in the UI.
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Current texture type
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````````````````````
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.. code:: c
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.. highlight:: c++
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.. code:: c++
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uint RENDERDOC_TextureType;
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@@ -112,7 +116,8 @@ OpenGL / GLSL
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Samplers (D3D11 only)
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`````````````````````
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.. code:: c
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.. highlight:: c++
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.. code:: c++
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SamplerState pointSampler : register(s0);
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SamplerState linearSampler : register(s1);
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@@ -125,6 +130,7 @@ Resources
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D3D11 / HLSL
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^^^^^^^^^^^^
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.. highlight:: c++
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.. code:: c++
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Texture1DArray<float4> texDisplayTex1DArray : register(t1);
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@@ -150,7 +156,8 @@ D3D11 / HLSL
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OpenGL / GLSL
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^^^^^^^^^^^^^
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.. code:: c
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.. highlight:: c++
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.. code:: c++
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// Unsigned int samplers
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layout (binding = 1) uniform usampler1D texUInt1D;
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@@ -10,6 +10,7 @@ It is much easier to browse and debug frames when the resources are given meanin
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The way this is done varies by API. In D3D11 the resource is named in this way:
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.. highlight:: c++
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.. code:: c++
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// Creating an example resource - a 2D Texture.
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@@ -10,6 +10,7 @@ The Event Browser becomes most useful when the application has user-defined anno
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Doing this is API and platform specific. Example code for D3D11 is included below, using the D3DPERF library that is defined in d3d9.lib, which can still be used in D3D11. (The newer ID3DUserDefinedAnnotation API is also supported).
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.. highlight:: c++
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.. code:: c++
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D3DPERF_BeginEvent(0xffffffff, L"Start of example");
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