diff --git a/ReleaseNotes.md b/ReleaseNotes.md deleted file mode 100644 index 2eed10ebb..000000000 --- a/ReleaseNotes.md +++ /dev/null @@ -1,53 +0,0 @@ -RenderDoc for Vulkan -======== - -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. - -Note that for 1.0 only a baseline feature set is to be supported, see below. - -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. - -If you have any questions you can contact myself (baldurk@baldurk.org) or LunarG via LunarXchange. - -Current Support -======== - -* A single VkInstance/VkQueue/VkDevice triple is supported. -* Capture and replay of single-frame captures (not full-program streams a la vktrace). -* On replay you can step into each vkQueueSubmit call to see the command buffers submitted, and step into them to browse through the commands. -* 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. -* 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. -* Texture display -* You can view mesh input data both as data and a 3D preview -* Mesh output data after vertex shader is fetched and displayed -* Pipeline export to HTML -* Render overlays like Drawcall highlight, wireframe, depth-test pass/fail etc -* Texture range auto-fit and histogram display -* Show resource usage of each image/buffer and where it's used in different parts of the pipeline during the frame. -* Threading should be pretty efficient - no heavy locks on common paths (outside of creation/deletion) -* Saving textures to file - -Known Issues -======== - -* Memory/image barriers are as yet unverified, potentially could lead to bad capture or replay. -* Sparse images with mips or array slices will not properly replay -* Drawcall timings may be unreliable, and are also top-to-bottom of pipe each, so don't sum up accurately. - -Future work, post 1.0 -======== - -In no particular order, features that are not planned until after 1.0. - -* More than one VkInstance/VkDevice/VkQueue triple -* Stepping inside vkCmdExecuteCommands -* Support for replaying captures on a different machine to where they were captured -* Shader debugging -* Sharing resources between different queues, and ownership changing hands -* Mesh output data after geometry and tessellation shaders -* Vertex picking -* Pixel history -* Custom visualisation shaders -* Linux support with Qt UI -* Shader edit & replace -* Mesh geometry/tessellation output capture