baldurk 0eb915447a Handle all sType structures in serialisation, and next chain handling
* In many cases these structs are redundant and currently aren't ever serialised
  directly or valid to be included in next chains. However it's better to take
  the hit now and implement this universally in case new structs are needed in
  future. It's easier to keep up with when new structs are added, and it means
  we have the compiler checking we've handled all structs and don't forget one.
* There are some specific exceptions for structs that really need special
  handling and are just treated as if they're unsupported, on the assumption
  that any special handling will be implemented elsewhere.
2018-11-20 16:28:41 +00:00
2018-05-02 17:33:56 +01:00
2018-09-05 12:51:00 +01:00
2018-01-01 17:55:29 +00:00

MIT licensed Travis CI AppVeyor Coverity Scan

RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, and Android. 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 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. On linux there is a 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
Vulkan ✔️ ✔️ ✔️
OpenGL ES 2.0 - 3.2 ✔️ ✔️ ✔️
OpenGL 3.2 - 4.6 Core ✔️ ✔️ N/A
D3D11 & D3D12 ✔️ N/A N/A
OpenGL 1.0 - 2.0 Compat ✖️ ✖️ N/A
D3D9 & 10 ✖️ N/A N/A
Metal N/A N/A N/A

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 master 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%