* There are several different API packing rulesets - GL has std140 and std430 (and packed/shared, which is implementation defined but is likely to be similar to one of these or more conservative), VK effectively has rules for those both, as well as scalar packing which is close to C packing. D3D has one ruleset for cbuffer packing similar to std140, and effectively scalar for structured resources. * These rulesets are quite similar and only differ by the properties here. There is one exception in the handling of empty structs - but in GLSL these are illegal so we will take the HLSL interpretation and always treat them as 0 bytes.
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 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 | 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.
