baldurk 0804ef63be Emulate bad vertex attribute casts on GL in mesh viewer
* On GL you can specify a vertex attribute that's stored as int but gets
  converted to float with glVertexAttribFormat instead of glVertexAttribIFormat.
  However if the shader accepts an int this is invalid and the value is
  undefined - we emulate this as the float bits being read as int directly, but
  that's not guaranteed behaviour.
* Normally we don't emulate this kind of mis-cast behaviour and just display the
  type of data passed to the shader, but in this case GL lets you specify three
  types (stored as int, cast to float, read as int) so our normal behaviour of
  just showing the input can be more misleading than normal.
2021-08-16 10:54:47 +01:00
2021-06-08 09:22:31 +01:00
2021-01-13 13:56:10 +00:00
2020-05-20 20:19:17 +01:00

MIT licensed CI Contributor Covenant

RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license.

If you have any questions, suggestions or problems or you can create an issue here on github, email me directly or come into IRC or Discord to discuss it.

To install on windows run the appropriate installer for your OS (64-bit | 32-bit) or download the portable zip from the builds page. The 64-bit windows build fully supports capturing from 32-bit programs. On linux only 64-bit x86 is supported - there is a precompiled binary tarball available, or your distribution may package it. If not you can build from source.

Screenshots

Texture view Pixel history & shader debug
Mesh viewer Pipeline viewer & constants

API Support

Windows Linux Android Stadia
Vulkan ✔️ ✔️ ✔️ ✔️
OpenGL ES 2.0 - 3.2 ✔️ ✔️ ✔️ N/A
OpenGL 3.2 - 4.6 Core ✔️ ✔️ N/A N/A
D3D11 & D3D12 ✔️ N/A N/A N/A
OpenGL 1.0 - 2.0 Compat ✖️ ✖️ N/A N/A
D3D9 & 10 ✖️ N/A N/A N/A
Metal N/A N/A N/A N/A
  • Nintendo Switch™ support is distributed separately for authorized developers as part of the NintendoSDK. For more information, consult the Nintendo Developer Portal.

Downloads

There are binary releases available, built from the release targets. If you just want to use the program and you ended up here, this is what you want :).

It's recommended that if you're new you start with the stable builds. Nightly builds are available every day from the v1.x branch here if you need it, but correspondingly may be less stable.

Documentation

The text documentation is available online for the latest stable version, as well as in renderdoc.chm in any build. It's built from restructured text with sphinx.

As mentioned above there are some youtube videos showing the use of some basic features and an introduction/overview.

There is also a great presentation by @Icetigris which goes into some details of how RenderDoc can be used in real world situations: slides are up here.

License

RenderDoc is released under the MIT license, see LICENSE.md for full text as well as 3rd party library acknowledgements.

Compiling

Building RenderDoc is fairly straight forward on most platforms. See Compiling.md for more details.

Contributing & Development

I've added some notes on how to contribute, as well as where to get started looking through the code in Developing-Change.md. All contribution information is available under CONTRIBUTING.md.

Languages
C++ 79.6%
C 16.6%
Python 2.5%
Objective-C++ 0.4%
HLSL 0.2%
Other 0.6%