Benson Joeris 3b48de6b2d Vulkan: Don't split depth/stencil aspects when initializing images
For images with both depth and stencil aspects, `VkImageMemoryBarrier`s
must include both depth and stencil aspects--e.g. you cannot transition
the layout of the depth alone. This can be violated by the barriers in
RenderDoc replay that transition image layouts before and after
initialization. This change ensures that, if depth or stencil needs to
be initialized, then beth will be initialized, and the image layout
transition will be applied to the two aspects together.

Specifically, `ImgRefs` stores a separate FrameRefType for each aspect.
This can cause the depth and stencil aspects to have different reset
requirements, which can cause a barrier to contain only one of the
depth/stencil aspects.

Change-Id: I8a16a0c450bd8e6cb0d60c1d688b01b75df86915
2019-11-21 15:47:23 +00:00
2019-11-20 22:58:08 +00:00
2018-05-02 17:33:56 +01:00
2019-02-01 18:32:13 +00:00
2019-10-18 20:57:35 +01:00

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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.

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