baldurk bf6a62c1b3 Fix incorrect casting of forward declared ID3D11Device. Refs #316
* After clang-format re-arranged headers, the definition of
  WrappedID3D11Device was no longer visible from d3d11_context.h, but
  instead just the pre-declared "class WrappedID3D11Device;"
* This meant the function didn't correctly upcast to the right parent
  type and left the return value with the wrong vtable which would crash
2016-08-05 09:39:26 +02:00
2016-08-01 11:01:05 +02:00

RenderDoc

Travis CI AppVeyor Coverity Scan MIT licensed

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

Quick Links:

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.* ✔️ ✔️ No UI**
Vulkan Well supported, most features. ✔️ ✔️ No UI**
D3D12 In Progress. 🔃 ✖️
OpenGL Pre-3.2 No immediate plans ✖️ ✖️
D3D10 No immediate plans ✖️ ✖️
D3D9 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 version of the UI is planned, with some implementation notes on the wiki.

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.

Documentation

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.

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 CONTRIBUTING.md - also look at COMPILE.md for details on how to set up to build renderdoc.

Languages
C++ 79.6%
C 16.6%
Python 2.5%
Objective-C++ 0.4%
HLSL 0.2%
Other 0.6%