Docs: GPU: Added documentation on the WinPixEventRuntime.dll requirement to affected functions.

This commit is contained in:
Jakub Wasilewski
2025-12-03 13:03:56 +01:00
committed by Sam Lantinga
parent 0c5ad99ec1
commit 5ae68e9a0f

View File

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