baldurk 9d6acd1d00 When binding resources for write, unbind all other write uses. Refs #503
* The D3D11 hazard tracking rules are then as follows:
  - When binding a resource for read, if it is bound for write anywhere
    then NULL is bound instead. If it's not, then any other read
    references are preserved.
  - When binding a resource for write, all other binds for read AND
    write are forced to zero.
  - The exception to the above: If a DSV is bound with depth read-only
    then any read binds reading the depth channel remain bound. Likewise
    for stencil read-only and stencil channel read binds.
  - Special case: When binding RTVs and UAVs at the same time, if there
    is a write overlap within that bind, the entire bind gets discarded
    (including any non-overlapping binds) and state remains unchanged.
  - When considering if a bind overlaps, it only overlaps if the view
    in question covers an overlapping subresource range. In other words,
    it is valid to have a write bind of mip 1 and a read bind of mip 0
    at the same time (the classic case being mip generation).
* This commit fixes the second point, other write binds weren't being
  NULL'd out. So binding a UAV to slot 0 then slot 1 in that order will
  cause slot 0 to become unbound. Or binding to an RTV will unbind a
  UAV or vice-versa.
2017-02-01 14:40:18 +00:00
2016-05-22 19:41:50 +02:00
2017-01-25 20:53:03 +00:00

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.* ✔️ ✔️ 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 and a TODO list of remaining work.

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