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* The core class is now responsible for tracking the active window and cycling through, so it can cycle through multiple APIs. * For GL we only set up associations for capturable windows, and only those that present (since helper windows are often created). Since GL doesn't really have a 'this window is done rendering' call, we just decay old windows that haven't presented in >5 seconds. * Also on GL, legacy/uncapturable windows aren't associated so they will not cycle to at all. * The embedding API now expects a device pointer and window handle to set active window or start/end a capture. You can still pass NULLs if there is only one API active.
This folder can be extracted out and placed into your source tree if you want to use RenderDoc.
- If you want to access RenderDoc while it's injected into your program, the app/ folder is what you want. This also contains functions for injecting RenderDoc into existing or new processes.
- If you want to write a program that utilises RenderDoc's replay and analysis capabilities (e.g. writing a new UI, or an auto-testing/offline analysis tool), the replay/ folder is what you want.
You will need both folders if you want to launch processes with RenderDoc injected.