* DXIL's shape and necessity of pointers and relative addressing poses a challenge for editing. Currently we pre-reserve all arrays and take pointers to match DXIL's format and to allow edits to not require lots of index fixups. However this is a challenge when editing as the arrays may resize as things are inserted. * The solution we take here is to copy all the arrays that will mutate to new storage and reserving enough for the edits, *while keeping the old array storage around*. We then assign all elements IDs, and after editing we do a fixup pass to find any pointers that are pointing into the old arrays and find them in the new arrays by ID. * This means that pointers to the old storage remain valid and point to the right object even after we've resized for editing, and we only fix them up right at the end after all the edits so we can look up indices from pointers again. * This approach may not work indefinitely sadly, and it does require conservative reservation. In future we might have to completely clone DXC's data storage as well (arena allocated and new everything, with no arrays for storage).
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.
- Downloads: Stable and nightly builds: https://renderdoc.org/builds ( Symbol server )
- Documentation: HTML online, CHM in builds, Videos
- Contact: baldurk@baldurk.org, #renderdoc on OFTC IRC, Discord server
- Code of Conduct: Contributor Covenant
- Information for contributors: All contribution information, Compilation instructions, Roadmap
- Community extensions: Extensions repository
Screenshots
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API Support
| Windows | Linux | Android | Stadia | |
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| 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.
