On some Qualcomm drivers (observed on Adreno 740, Xiaomi 2304FPN6DC,
Android 16) vkAllocateMemory returns an address different from the
requested opaque capture address when the pNext chain lists
VkMemoryOpaqueCaptureAddressAllocateInfo before
VkMemoryAllocateFlagsInfo carrying
VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT. The allocation
itself succeeds, so replay only fails later at the post-allocation
address equality check ("opaque address 0x%llx has changed on replay").
A standalone NDK Vulkan probe that replays the captured allocation
sequence without any RenderDoc layer involved deterministically
reproduces the wrong address with the captured chain order, and gets
all addresses matching when the two structures are swapped. pNext
chain order is not supposed to affect behaviour, so this is a driver
bug.
Move the existing VkMemoryAllocateFlagsInfo node to the head of the
chain when the new QualcommBrokenOpaqueCaptureAddress driver
workaround is active, immediately before AllocateMemory. The captured
address, flags, and all other chain nodes are left untouched, and the
existing address equality check still applies. The workaround only
triggers when both structures are present, a non-zero opaque address
is requested, and the flags node is not already first, so unrelated
captures are unaffected. The flag is enabled unconditionally for
Qualcomm for now as the fix version is unknown, matching the other
Qualcomm workarounds.
Validated on the original failing capture: remote replay of a
33 MB frame that previously failed the address check now opens in
~2.7 s and replays through Present with matching addresses.
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows, Linux, Android, and Nintendo Switch™. It is completely open-source under the MIT license.
RenderDoc is intended for debugging your own programs only. Any discussion of capturing programs that you did not create will not be allowed in any official public RenderDoc setting, including the issue tracker, discord, or via email. For example this includes capturing commercial games that you did not create, or capturing Google Maps or Google Earth. Note: Capturing projects you created that use a third party engine like Unreal or Unity, or open source and free projects is completely fine and supported.
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 only 64-bit x86 is supported - there is a precompiled binary tarball available, or your distribution may package it. If not you can build from source.
- Downloads: Stable and nightly builds: https://renderdoc.org/builds ( Symbol server )
- Documentation: HTML online, CHM in builds, Videos
- Contact: baldurk@baldurk.org, #renderdoc on OFTC IRC, Discord server
- Code of Conduct: Contributor Covenant
- Information for contributors: All contribution information, Compilation instructions
- Community extensions: Extensions repository
Screenshots
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API Support
| Windows | Linux | Android | |
|---|---|---|---|
| Vulkan | ✔️ | ✔️ | ✔️ |
| OpenGL ES 2.0 - 3.2 | ✔️ | ✔️ | ✔️ |
| OpenGL 3.2 - 4.6 Core | ✔️ | ✔️ | N/A |
| D3D11 & D3D12 | ✔️ | N/A | N/A |
| OpenGL 1.0 - 2.0 Compat | ✖️ | ✖️ | N/A |
| D3D9 & 10 | ✖️ | N/A | N/A |
| Metal | 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.
