baldurk 33deeb8618 ARB_dsa part 2 - Implement Texture* family of functions
* Since this would be another duplicated set of code, move the variants
  into common functions - each of the variants (ARB_dsa, EXT_dsa,
  non-DSA and possibly MultiTex) calls into a common function just with
  a different resource record.
* Handling the ARB/EXT dsa differences on the texture calls, the target
  parameter is set to GL_NONE for the ARB dsa calls (which lack a target
  parameter). Then in the serialise replay part, if the target is
  GL_NONE we use the ARB variant and otherwise use the EXT variant.
  See the comments at the top of gl_texture_funcs.cpp
* For functions with common code that needs to happen on replay, we pass
  the resource's ID instead of its record, to be compatible with replay
  where there are no records. To save time & unnecessary queries, also
  force all internal texture creates on replay to happen through the
  DSA interfaces so we don't have to go looking up the texture via
  selectors.
2015-02-22 23:36:33 +00:00

RenderDoc

Welcome to RenderDoc - a graphics debugger, currently available for D3D11 development on windows.

Quick Links:

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.

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