* The problem with trying to keep the list of dirty resources identical at the start and the end of the capture is that resources being deleted or dirtied mid-frame causes problems. For the latter we have 'pending dirty' ugliness, for the former we weren't properly handling it in all cases. Instead just prepare initial contents from dirty resources, then use the list of resources that had initial contents prepared to determine which should be saved. * This means resources freed mid frame are fine, as long as we hold onto their resource records and initial contents which we do. It also means the pending dirty handling can be removed and we can just dirty resources as soon as we want - it will be ignored mid-frame and apply to subsequent frames.
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.
- Downloads: Stable and nightly builds: https://renderdoc.org/builds ( Symbol server )
- Documentation: HTML online, CHM in builds, Videos
- Contact: baldurk@baldurk.org, #renderdoc on freenode IRC, Discord server
- Code of Conduct: Contributor Covenant
- Information for contributors: All contribution information, Compilation instructions, Roadmap
Screenshots
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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.
