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Update API methods for detecting RenderDoc's presence
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@@ -26,7 +26,7 @@ This page is a random hodge-podge of different tips and tricks that might not be
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.. highlight:: c++
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.. code:: c++
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// For D3D11:
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// For D3D11 / D3D12:
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ID3D11Device *devicePointer = ...;
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IUnknown *unk = NULL;
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HRESULT hr = devicePointer->QueryInterface(MAKE_GUID({A7AA6116-9C8D-4BBA-9083-B4D816B71B78}), &unk);
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@@ -41,6 +41,9 @@ This page is a random hodge-podge of different tips and tricks that might not be
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#define GL_DEBUG_TOOL_NAME_EXT 0x678A
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#define GL_DEBUG_TOOL_PURPOSE_EXT 0x678B
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// For Vulkan
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// VK_EXT_tooling_info will be available, see the Vulkan specification
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#. RenderDoc can be informed about separated debug shader blobs through API specific ways - see :ref:`unstripped-shader-info` for more details:
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.. highlight:: c++
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