diff --git a/docs/getting_started/tips_tricks.rst b/docs/getting_started/tips_tricks.rst index 4542b81d5..ec60269e2 100644 --- a/docs/getting_started/tips_tricks.rst +++ b/docs/getting_started/tips_tricks.rst @@ -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++