Benson Joeris a39569e950 Fix image ref state when loading old captures
This fixes a performance regression when loading captures from <=v1.6
(before the new image state code went in). The code to import the old
image state information was incorrectly discarding the frame ref
information, forcing the images to be reinitialized on every replay.

In old captures `ImageRefs` chunk is processed, creating `ImageState`
objects that only contain `refType`; then `BeginCaptureFrame` processes
the `ImageLayouts` info, to construct a new `ImageState` object,
containing the layout information. This `ImageState` was overwriting the
`ImageState` from the `ImageRefs` chunk, discarding the `refType` info.
This change merges the `ImageState`s from `ImageRefs`, where each field
of the merged image state comes from whichever `ImageState` had a
non-undefined value for that field.

For new captures, this change should be safe, since the image state
should be undefined when the `BeginCaptureFrame` chunk is processed, so
the `MergCaptureBeginState` call will just take all the state fields
from the `ImageState` stored in the `BeginCaptureFrame` chunk.

Change-Id: Id2252edb6382bd02bc0236b77c7cca667e97bf29
2020-02-28 20:51:52 +00:00
2020-02-25 19:06:58 +00:00
2020-01-30 14:21:32 +00:00
2018-05-02 17:33:56 +01:00
2020-01-06 16:20:44 +00:00
2020-01-06 16:20:45 +00:00
2019-10-18 20:57:35 +01:00

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RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, Android, Stadia, and Nintendo Switch™. It is completely open-source under the MIT license.

If you have any questions, suggestions or problems or you can create an issue here on github, email me directly or come into IRC or Discord to discuss it.

To install on windows run the appropriate installer for your OS (64-bit | 32-bit) or download the portable zip from the builds page. The 64-bit windows build fully supports capturing from 32-bit programs. On linux there is a binary tarball available, or your distribution may package it. If not you can build from source.

Screenshots

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

API Support

Windows Linux Android Stadia
Vulkan ✔️ ✔️ ✔️ ✔️
OpenGL ES 2.0 - 3.2 ✔️ ✔️ ✔️ N/A
OpenGL 3.2 - 4.6 Core ✔️ ✔️ N/A N/A
D3D11 & D3D12 ✔️ N/A N/A N/A
OpenGL 1.0 - 2.0 Compat ✖️ ✖️ N/A N/A
D3D9 & 10 ✖️ N/A N/A N/A
Metal N/A N/A N/A N/A
  • Nintendo Switch™ support is distributed separately for authorized developers as part of the NintendoSDK. For more information, consult the Nintendo Developer Portal.

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 the v1.x 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.

Compiling

Building RenderDoc is fairly straight forward on most platforms. See Compiling.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 Developing-Change.md. All contribution information is available under CONTRIBUTING.md.

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