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Remove references to Stadia
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README.md

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API Support
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--------------
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| | Windows | Linux | Android | Stadia |
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| ------------------------ | ------------------------ | ------------------------ | ------------------------ | ------------------------ |
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| Vulkan | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: |
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| OpenGL ES 2.0 - 3.2 | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: | N/A |
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| OpenGL 3.2 - 4.6 Core | :heavy_check_mark: | :heavy_check_mark: | N/A | N/A |
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| D3D11 & D3D12 | :heavy_check_mark: | N/A | N/A | N/A |
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| OpenGL 1.0 - 2.0 Compat | :heavy_multiplication_x: | :heavy_multiplication_x: | N/A | N/A |
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| D3D9 & 10 | :heavy_multiplication_x: | N/A | N/A | N/A |
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| Metal | N/A | N/A | N/A | N/A |
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| | Windows | Linux | Android |
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| ------------------------ | ------------------------ | ------------------------ | ------------------------ |
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| Vulkan | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: |
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| OpenGL ES 2.0 - 3.2 | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: |
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| OpenGL 3.2 - 4.6 Core | :heavy_check_mark: | :heavy_check_mark: | N/A |
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| D3D11 & D3D12 | :heavy_check_mark: | N/A | N/A |
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| OpenGL 1.0 - 2.0 Compat | :heavy_multiplication_x: | :heavy_multiplication_x: | N/A |
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| D3D9 & 10 | :heavy_multiplication_x: | N/A | N/A |
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| Metal | N/A | N/A | N/A |
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* Nintendo Switch™ support is distributed separately for authorized developers as part of the NintendoSDK. For more information, consult the Nintendo Developer Portal.
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docs/behind_scenes/vulkan_support.rst

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* RenderDoc assumes that even if multiple GPUs are present, that only one VkDevice will be created and used.
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* RenderDoc captures will in general not be portable between different systems, only currently supporting capture and replay on the same or similar enough machines.
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Stadia
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Vulkan capture and replay on Stadia is natively supported. For more information on how to capture with Stadia see the Stadia documentation.
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Android
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-------
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docs/getting_started/features.rst

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This page documents the current feature set of RenderDoc. This gives an overview of what RenderDoc is capable of, and where it is in its development.
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Currently RenderDoc supports Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES on Windows, Linux, Android, Stadia, and Nintendo Switch :sup:`TM`. The UI runs in Qt and will work on any desktop platform.
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Currently RenderDoc supports Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES on Windows, Linux, Android, and Nintendo Switch :sup:`TM`. The UI runs in Qt and will work on any desktop platform.
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RenderDoc can also double as an image viewer in a simplistic fashion, separate to its functionality as a debugger. Drag in or open any of a variety of image file formats and RenderDoc will display them as if they were the only texture in a capture. This way it can be used as a simple e.g. dds viewer, with support for all sorts of formats, encodings and things typical image viewers don't tend to handle like mips, cubemaps and arrays.
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Vulkan
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* Support for Vulkan 1.3 on Windows, Linux, Android, and Stadia.
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* Support for Vulkan 1.3 on Windows, Linux, and Android.
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* Event markers and object naming both come from ``VK_EXT_debug_utils`` or deprecated ``VK_EXT_debug_marker``.
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Captures have a very limited amount of portability between machines. Many hardware-specific feature uses are baked into captures, and portability depends on how similar the capture and replay hardware are, whether these feature uses can map the same in both cases. Captures are however completely portable between different OSes with sufficiently comparable hardware.

docs/include/intro_header_inc.rst

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.. image:: imgs/logo.png
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:align: center
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Welcome to RenderDoc - a graphics debugger currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows, Linux, Android, Stadia, and Nintendo Switch :sup:`TM`.
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Welcome to RenderDoc - a graphics debugger currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows, Linux, Android, and Nintendo Switch :sup:`TM`.
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This document serves as reference guide, introductory document and explanation of which features are available in RenderDoc and how to best use them.
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