Update API methods for detecting RenderDoc's presence

This commit is contained in:
baldurk
2020-02-21 11:22:21 +00:00
parent b756423a8d
commit 91ede3348c
+4 -1
View File
@@ -26,7 +26,7 @@ This page is a random hodge-podge of different tips and tricks that might not be
.. highlight:: c++
.. code:: c++
// For D3D11:
// For D3D11 / D3D12:
ID3D11Device *devicePointer = ...;
IUnknown *unk = NULL;
HRESULT hr = devicePointer->QueryInterface(MAKE_GUID({A7AA6116-9C8D-4BBA-9083-B4D816B71B78}), &unk);
@@ -41,6 +41,9 @@ This page is a random hodge-podge of different tips and tricks that might not be
#define GL_DEBUG_TOOL_NAME_EXT 0x678A
#define GL_DEBUG_TOOL_PURPOSE_EXT 0x678B
// For Vulkan
// VK_EXT_tooling_info will be available, see the Vulkan specification
#. RenderDoc can be informed about separated debug shader blobs through API specific ways - see :ref:`unstripped-shader-info` for more details:
.. highlight:: c++