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Docs: GPU: Added documentation on the WinPixEventRuntime.dll requirement to affected functions.
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committed by
Sam Lantinga
parent
0c5ad99ec1
commit
5ae68e9a0f
@@ -2945,6 +2945,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
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*
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* Useful for debugging.
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*
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* On Direct3D 12, using SDL_InsertGPUDebugLabel will cause validation errors
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* unless you have WinPixEventRuntime.dll in your PATH.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
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* instructions on how to obtain it.
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*
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* \param command_buffer a command buffer.
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* \param text a UTF-8 string constant to insert as the label.
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*
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@@ -2963,6 +2968,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
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* Each call to SDL_PushGPUDebugGroup must have a corresponding call to
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* SDL_PopGPUDebugGroup.
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*
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* On Direct3D 12, using SDL_PushGPUDebugGroup will cause validation errors
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* unless you have WinPixEventRuntime.dll in your PATH.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
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* instructions on how to obtain it.
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*
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* On some backends (e.g. Metal), pushing a debug group during a
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* render/blit/compute pass will create a group that is scoped to the native
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* pass rather than the command buffer. For best results, if you push a debug
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@@ -2982,6 +2992,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
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/**
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* Ends the most-recently pushed debug group.
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*
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* On Direct3D 12, using SDL_PopGPUDebugGroup will cause validation errors
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* unless you have WinPixEventRuntime.dll in your PATH.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
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* instructions on how to obtain it.
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*
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* \param command_buffer a command buffer.
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*
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* \since This function is available since SDL 3.2.0.
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