baldurk cc9c93db36 Persistent Map()s part 3 - Minor tidy up and document how Map code works
* The documentation also describes how persistent maps will be handled
  in the code to follow.
* There are a couple of edge-case bugfixes here that turned up as I was
  writing up how everything should work:
  - a high traffic resource wasn't being marked as dirty, which probably
    wouldn't ever break as if we ever acted on it being high traffic, we
    would mark it dirty, but better to be explicit.
  - fetching initial shadow storage contents in capframe, we need to
    fill the whole buffer, not just the mapped region.
  - if a flush explicit map were non-invalidating, it could be
    intercepted even while idle, but then the flush calls would have
    been discarded and never gone anywhere while idle. Instead we just
    explicitly don't intercept flush explicit maps except while
    capturing
2015-02-24 13:55:58 +00:00

RenderDoc

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

Quick Links:

API Support

Status Windows Linux
D3D11 Well supported, all features. ✔️ ✖️
OpenGL 3.2 core+ Work in progress, not complete. ✔️ ✔️ No native UI
OpenGL Pre-3.2 No immediate plans ✖️ ✖️
D3D10 No immediate plans ✖️ ✖️
D3D9 No immediate plans ✖️ ✖️
Mantle Planned for the future. ✖️ ✖️
D3D12 Planned for the future. ✖️ ✖️
Next Gen OpenGL Planned for the future. ✖️ ✖️
  • D3D11 has full feature support and is stable & tested. Feature Level 11 hardware is assumed - Radeon 4000/5000+, GeForce 400+, Intel Ivy Bridge.
  • OpenGL support has a few assumptions and limitations for now, check the OpenGL wiki page

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.

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 COMPILE.md - check there for more details on how to set up to build renderdoc and where to start contributing to its development.

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