* If we create non-wrapped objects for debugging purposes like states and scratch buffers, then this can interact poorly with the device context which expects all objects bound to it to be wrapped. * In particular if the pixel history is running and binds an unwrapped rasterizer state, then tries to replay a draw which is a command list execute the current device context pipeline state is saved (to be restored at the end of the command list) and when querying the current state an unwrapped object is found and everything blows up. * There wasn't really a good reason for using unwrapped objects. The primary reason to do so is to avoid polluting captures but little of this code runs at capture time. We can also filter out debug-only objects at replay time by ensuring only things with a valid original ID are returned. * Note we also need to allow for state objects in the capture to be duplicates of debug states we created. We already handled this for blend states but apparently not for other types of states.
RenderDoc
RenderDoc - a graphics debugger, currently available for Vulkan, D3D11, D3D12, and OpenGL development on windows.
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.
- Downloads: https://renderdoc.org/builds
- Documentation: renderdoc.chm in builds, https://renderdoc.org/docs, http://www.youtube.com/user/baldurkarlsson/
- Contact: baldurk@baldurk.org, #renderdoc on freenode IRC
- Information for developing/contributing: CONTRIBUTING.md, Compilation instructions, Roadmap
- Code of Conduct: Contributor Covenant
Screenshots
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API Support
| Status | Windows | Linux | |
|---|---|---|---|
| D3D11 | Well supported, all features. | ✔️ | ✖️ |
| OpenGL 3.2 core+ | Well supported, most features.* | ✔️ | ✔️ |
| Vulkan | Well supported, most features. | ✔️ | ✔️ |
| D3D12 | Well supported, most features. | ✔️ | ✖️ |
| OpenGL Compatibility, GLES | No immediate plans | ✖️ | ✖️ |
| D3D9 & 10 | No immediate plans | ✖️ | ✖️ |
| Metal | No immediate plans | ✖️ | ✖️ |
- D3D11 has full feature support and is stable & tested. Feature Level 11 hardware is assumed - Radeon 4000/5000+, GeForce 400+, Intel Ivy Bridge, falling back to WARP software emulation if this hardware isn't present.
- *OpenGL is only explicitly supported for the core profile 3.2+ subset of features, check the OpenGL wiki page for details.
- Currently the Qt UI is only used on linux. It is working well with a TODO list of remaining work. Work is on-going for it to replace the .NET UI on windows.
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.
Contributing & Development
Building RenderDoc is fairly straight forward. See CONTRIBUTING.md for more details.
I've added some notes on how to contribute, as well as where to get started looking through the code in CONTRIBUTING.md.