Clarify that there are leaks on capture and replay

This commit is contained in:
baldurk
2015-10-16 11:03:52 +02:00
parent b1b6e29162
commit ad59636cde
+2 -2
View File
@@ -31,8 +31,7 @@ On capture:
* Memory maps are not intercepted, so any modifications are saved by reading back from the mapped pointer, even if it is uncached/write combined.
* Image contents are saved out by copying aliasing their backing memory to a buffer, so will not be GPU-portable.
* Captures will not be GPU-portable where memory indices etc change.
* There might be memory leaks per-capture.
* Memory leaks each time a new capture is loaded in the replay UI.
* Memory leaks each time a new capture is created.
* Unsupported or untested features:
* Subpasses
* Nested command buffer execution
@@ -42,6 +41,7 @@ On capture:
On replay:
* Memory leaks each time a new capture is loaded in the replay UI.
* Only 2D non-array non-integer textures can currently be displayed.
* Auto texture range-fit or histogram display is not implemented.
* Debug overlays aren't implemented.