diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 9375a72e49..2653643df0 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -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.