baldurk 1107462f05 Use pipeline layout from descriptor set binds to iterate descriptor sets
* If a pipeline doesn't statically access a descriptor set, the corresponding
  descriptor set layout in its pipeline layout can be essentially anything and
  it doesn't have to match the actual descriptor set bound at a draw. It's just
  ignored.
* Rather than check for static access ourselves we take advantage of another
  fact - when the descriptor set is bound it must be compatible with the set
  layout from the bind call's pipeline layout. If the pipeline *does* statically
  use the descriptor set, its pipeline layout must be compatible with the bind
  call's pipeline layout for that set.
* So the end result is that we can safely use the bind call's pipeline layout
  for iterating over bound descriptors, secure in the knowledge that it's always
  valid for that data, and if the pipeline uses it then it's also valid for the
  pipeline.
2019-09-02 12:19:37 +01:00
2019-08-29 10:20:38 +01:00

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, 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 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 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%