* At the moment it only works if the files from the capture are in the exact same absolute paths (so generally on the same machine or same distro will likely satisfy this, if the library versions are unchanged). * Also since linux doesn't have a built-in way of verifying that symbols match via GUIDs there's no checking yet. We could md5 or otherwise hash the files to make sure they match. * If there is no match at all we don't prompt for better symbols currently. * I've added a little platform stamp onto the start of the module database per-platform just so linux/windows won't try to load each other's symbols as otherwise the logs are cross-platform. I didn't bump the serialise version as this is a rarely used (and transient, typically) feature, so not worth adding backwards compatiblity code. Symbols from an old windows log won't resolve but that's not a problem. Symbols from a new log won't load and will probably crash in an old version, but I'm not worried about that.
RenderDoc
Welcome to RenderDoc - a graphics debugger, currently available for D3D11 development on windows.
Quick Links:
- Builds & Downloads: https://renderdoc.org/builds
- Documentation: renderdoc.chm in the build, or http://docs.renderdoc.org/
- Tutorials: There are some video tutorials on Youtube: http://www.youtube.com/user/baldurkarlsson/
- Email contact: baldurk@baldurk.org
- IRC channel: #renderdoc on freenode
- Roadmap/future development: Roadmap
- Starting place for developing/contributing: COMPILE.md
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.