* If we generate an unmap chunk on a buffer while idle, it contains
'dangerous' data set at that point - it means that if we fetch the buffer
initial contents at frame start, these are actually saved *before* the
unmap chunk, in the initialisation/creation chunk which contains the
shadow copy. Then the unmap overwrites with older data.
* When mapping buffers, we should always either update the initial chunk or
mark the buffer dirty so the initial chunk is refreshed on capture.
* This was changed in commit 99c6719928 and
was probably ok before then (although going into the serialise function
was unnecessary and did some redundant copies into a chunk we were going
to throw away). I'm not sure why I made that change, if it was to fix a
bug I can't understand how. I guess I'll see if anything breaks.
RenderDoc
Welcome to RenderDoc - a graphics debugger, currently available for D3D11 development on windows.
Quick Links:
- Builds & Downloads: https://renderdoc.org/builds
- Documentation: renderdoc.chm in the build, or http://docs.renderdoc.org/
- Tutorials: There are some video tutorials on Youtube: http://www.youtube.com/user/baldurkarlsson/
- Email contact: baldurk@baldurk.org
- IRC channel: #renderdoc on freenode
- Roadmap/future development: Roadmap
- Starting place for developing/contributing: COMPILE.md
API Support
| Status | Windows | Linux | |
|---|---|---|---|
| D3D11 | Well supported, all features. | ✔️ | ✖️ |
| OpenGL 3.2 core+ | Work in progress, not complete. | ✔️ | ✔️ No native UI |
| OpenGL Pre-3.2 | No immediate plans | ✖️ | ✖️ |
| D3D10 | No immediate plans | ✖️ | ✖️ |
| D3D9 | No immediate plans | ✖️ | ✖️ |
| Mantle | Planned for the future. | ✖️ | ✖️ |
| D3D12 | Planned for the future. | ✖️ | ✖️ |
| Next Gen OpenGL | Planned for the future. | ✖️ | ✖️ |
- D3D11 has full feature support and is stable & tested. Feature Level 11 hardware is assumed - Radeon 4000/5000+, GeForce 400+, Intel Ivy Bridge.
- OpenGL support has a few assumptions and limitations for now, check the OpenGL wiki page
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. Beta builds are available for those who want more regular updates with the latest features and fixes, but might run into some bugs as well. Nightly builds are available every day from master branch here if you need it.
License
RenderDoc is released under the MIT license, see LICENSE.md for full text as well as 3rd party library acknowledgements.
Building
Building RenderDoc is fairly straight forward. See COMPILE.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 COMPILE.md - check there for more details on how to set up to build renderdoc and where to start contributing to its development.