baldurk 6969b5b677 Fix refcounting and lifetime management around async python callbacks
* We need to keep a PythonContext (and its globals Dict) around while
  we still have some pending callbacks happening. So now the external
  code creates a PythonContext and then releases it when it's done, but
  the context will hang around until the global redirector object is
  destructed, which is responsible for deleting the context.
* The global redirector is deleted when a refcounting cycle is detected
  and the dict is unreachable, which only happens after the context is
  released.
* Any time a callback is passed to something and converted to a
  std::function we add a reference on the global redirector to keep it
  alive. When the callback has finished executing we remove the ref.
* This way, any pending callbacks that have been called but not finished
  or converted (queued) and not called yet asynchronously will keep the
  context object alive to be able to output, handle exceptions, etc.
* Additionally we need to detect when we're being called asynchronously
  and handle exceptions separately instead of trying to propagate up the
  call chain, because there might not be any more python code up the
  chain (e.g. the render manager calling a python callback).
2017-04-18 14:57:42 +01:00

RenderDoc

Travis CI AppVeyor Coverity Scan MIT licensed

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.

Screenshots

Texture view Pixel history & shader debug
Mesh viewer Pipeline viewer & constants

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.

Languages
C++ 79.6%
C 16.6%
Python 2.5%
Objective-C++ 0.4%
HLSL 0.2%
Other 0.6%