baldurk 9876b6e5cb Emulate EXT_dsa functions in-place and catch promoted-to-DSA functions
* Originally when I added the EXT_dsa emuluation, I targeted it
  specifically to only those functions that I call outside of the replay
  loop, for internal analysis purposes. For that reason the emulation
  was only applied to a separate hookset, and only during replay (not
  during capture).
* However this doesn't account for some of the streamlined serialisation
  of functions like glBufferStorage, glBufferData, etc. To simplify
  code paths, I 'promote' all variants of these types of functions to
  the EXT_dsa variant (except ARB_dsa for texture functions which is
  actually different by not requiring the texture target parameter).
* Note: most of these functions were emulated already (except three -
  glNamedBufferStorageEXT, glTextureBufferEXT and
  glTextureBufferRangeEXT) but on replay we didn't use the internal
  hookset, just the normal one, which was not emulated.
* Rather than try to decide when these should use the internal hookset
  and when the regular one, or switch them all over to the internal
  hookset, instead re-evaluate the reason for a separate hookset in the
  first place: Emulating functions separately means the original func
  pointers are returned during capture time, for unsupported extensions.
* However mesa has proven that unsupported extensions don't have to
  return NULL, as it's undefined what they return - they should not be
  called if the extension isn't available. So in actual fact there's
  little harm to be done by emulating in-place and returning some
  different pointers to the application. In the worst case, they get a
  bit of EXT_dsa emulation themselves.
2017-05-03 20:00:10 +01:00
2016-05-22 19:41:50 +02:00

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%