* Hooking is now done the same way across platform, with different OS implementations. * Regardless of how exactly hooks are implemented, we register libraries to hook and functions to hook within those libraries, and provide a location to store the original/onwards function pointer. This allows hooking to work whether it's done using import hooking that doesn't modify target libraries (so using dlsym or GetProcAddress will return the same value for the onwards function pointer) or whether it's implemented with prologue patching and trampolines, where we'd create an infinite loop if we did that. * We also provide stronger guarantees - the original function pointers will _always_ be made available as soon as the library is loaded, whether hooked or not, no exceptions. This means less uncertainty in hooking code about when or how onward functions will be available. * OS-specific hook functions are changed to just be implementations of LibraryHooks functions rather than indirected through macros and pre-processor definitions. * In this commit we provide some temporary functions providing the old interface to reduce churn - the library-specific hook code will be updated shortly after
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, and Android. 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 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. On linux there is a binary tarball available, or your distribution may package it. If not you can build from source.
- Downloads: https://renderdoc.org/builds ( Symbol server )
- Documentation: HTML online, CHM in builds, Videos
- Contact: baldurk@baldurk.org, #renderdoc on freenode IRC
- Code of Conduct: Contributor Covenant
- Information for contributors: CONTRIBUTING.md, Compilation instructions, Roadmap
Screenshots
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API Support
| Windows | Linux | Android | |
|---|---|---|---|
| Vulkan | ✔️ | ✔️ | ✔️ |
| OpenGL ES 2.0 - 3.2 | ✖️ | ✔️ | ✔️ |
| OpenGL 3.2 - 4.6 Core | ✔️ | ✔️ | N/A |
| D3D11 & D3D12 | ✔️ | N/A | N/A |
| OpenGL 1.0 - 2.0 Compat | ✖️ | ✖️ | N/A |
| D3D9 & 10 | ✖️ | N/A | N/A |
| Metal | N/A | N/A | N/A |
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.
