baldurk 80329f6e9b Channels selection and mip/slice selection are now stored per-texture
* For each texture you view, it will reset back to mip 0 and slice 0
  as it previously did, and it will also reset the channels back to
  RGB only, which is new behaviour.
* Then each texture remembers those settings, so if you choose to view
  slice 6 & alpha only of a texture any time you switch back to it
  you'll see slice 6 & alpha only.
* It can be disabled in the options, but this is the new default
  behaviour. Possibly in future the zoom level and visible range might
  be rolled into this, but for now I think they might work better as
  global state.
2015-02-14 12:19:13 +00:00
2014-10-12 22:15:42 +01:00

RenderDoc

Welcome to RenderDoc - a graphics debugger, currently available for D3D11 development on windows.

Quick Links:

API Support

Status Windows Linux
D3D11 Well supported, all features. ✔️ ✖️
OpenGL 3.2 core+ Work in progress, not complete. ✔️ ✔️ No native UI
OpenGL Pre-3.2 No immediate plans ✖️ ✖️
D3D10 No immediate plans ✖️ ✖️
D3D9 No immediate plans ✖️ ✖️
Mantle Planned for the future. ✖️ ✖️
D3D12 Planned for the future. ✖️ ✖️
Next Gen OpenGL Planned for the future. ✖️ ✖️
  • D3D11 has full feature support and is stable & tested. Feature Level 11 hardware is assumed - Radeon 4000/5000+, GeForce 400+, Intel Ivy Bridge.
  • OpenGL support has a few assumptions and limitations for now, check the OpenGL wiki page

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. Beta builds are available for those who want more regular updates with the latest features and fixes, but might run into some bugs as well. Nightly builds are available every day from master branch here if you need it.

License

RenderDoc is released under the MIT license, see LICENSE.md for full text as well as 3rd party library acknowledgements.

Building

Building RenderDoc is fairly straight forward. See COMPILE.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 COMPILE.md - check there for more details on how to set up to build renderdoc and where to start contributing to its development.

Languages
C++ 79.3%
C 16.6%
Python 2.8%
Objective-C++ 0.4%
HLSL 0.2%
Other 0.6%