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RenderDoc for Vulkan
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========
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These are the release notes for an early preview version of RenderDoc with Vulkan support. The intention is to have a reliable graphics debugger for 1.0 release of Vulkan, full details of the feature set are still to be determined.
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Note that for 1.0 only a baseline feature set is to be supported, see below.
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Please try the tool on your workloads or programs and report back bugs encountered or general feedback. Likewise feedback is welcome about where future work should be prioritised.
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If you have any questions you can contact myself (baldurk@baldurk.org) or LunarG via LunarXchange.
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Current Support
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========
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* A single VkInstance/VkQueue/VkDevice triple is supported.
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* Capture and replay of single-frame captures (not full-program streams a la vktrace).
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* On replay you can step into each vkQueueSubmit call to see the command buffers submitted, and step into them to browse through the commands.
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* The pipeline state will be displayed at each command, showing the data contained in each member of the pipeline createinfo struct, as well as dynamic state.
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* Simple disassembly/reflection of SPIR-V to determine which descriptors to read for read-only resources and uniform buffers. The uniform buffers will be listed separately and the member variables filled out.
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* Texture display
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* You can view mesh input data both as data and a 3D preview
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* Mesh output data after vertex shader is fetched and displayed
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* Pipeline export to HTML
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* Render overlays like Drawcall highlight, wireframe, depth-test pass/fail etc
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* Texture range auto-fit and histogram display
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* Show resource usage of each image/buffer and where it's used in different parts of the pipeline during the frame.
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* Threading should be pretty efficient - no heavy locks on common paths (outside of creation/deletion)
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* Saving textures to file
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Known Issues
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========
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* Memory/image barriers are as yet unverified, potentially could lead to bad capture or replay.
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* Sparse images with mips or array slices will not properly replay
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* Drawcall timings may be unreliable, and are also top-to-bottom of pipe each, so don't sum up accurately.
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Future work, post 1.0
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========
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In no particular order, features that are not planned until after 1.0.
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* More than one VkInstance/VkDevice/VkQueue triple
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* Stepping inside vkCmdExecuteCommands
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* Support for replaying captures on a different machine to where they were captured
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* Shader debugging
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* Sharing resources between different queues, and ownership changing hands
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* Mesh output data after geometry and tessellation shaders
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* Vertex picking
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* Pixel history
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* Custom visualisation shaders
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* Linux support with Qt UI
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* Shader edit & replace
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* Mesh geometry/tessellation output capture
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