Currently, selecting an event with children (e.g. vkCmdExecuteCommands) in the event browser will cause the API inspector window to show the final child event, rather than the event itself. This behaviour makes sense everywhere else: selecting an event with children shows the state after all children have completed. However, for the API inspector, we want to be able see API calls for the parent event when it is selected rather than those of its last child, particularly in the case of vkCmdExecuteCommands which may have other API calls leading up to it. To allow this, distinguish between the "current event" and "selected event". For an event with children, the former refers to the last child, while the latter refers to the event itself. ILogViewerForm now has two separate event callbacks for when either one changes. The API inspector now makes use of the selected event, while everything else continues to use the current event.
RenderDoc
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.
- Downloads: https://renderdoc.org/builds
- Documentation: renderdoc.chm in builds, https://renderdoc.org/docs, http://www.youtube.com/user/baldurkarlsson/
- Contact: baldurk@baldurk.org, #renderdoc on freenode IRC
- Information for developing/contributing: CONTRIBUTING.md, Compilation instructions, Roadmap
- Code of Conduct: Contributor Covenant
Screenshots
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API Support
| Status | Windows | Linux | |
|---|---|---|---|
| D3D11 | Well supported, all features. | ✔️ | ✖️ |
| OpenGL 3.2 core+ | Well supported, most features.* | ✔️ | ✔️ WIP UI** |
| Vulkan | Well supported, most features. | ✔️ | ✔️ WIP UI** |
| 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.
- **A Qt UI is in progress, with some implementation notes on the wiki.
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.