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* We only care about tracking two things:
  1. Resources that have been written very recently. These should not be
     postponed as there's a high chance they'll be written mid-frame and so we'd
     need their initial contents.
  2. Resources that have their last non-complete-write reference was a while ago
  However in the second case we can acceptably ignore any resources that haven't
  been written recently either, since if the resource hasn't been written and
  also hasn't been complete-written then it hasn't been used at all.
* So when updating the non-complete-write time we only do this if the resource
  has had a write reference, and intermittently we remove any resources that
  haven't had a write at all.
* Postponed resources will be exactly the same set, because we treat a resource
  as postponable if we have no write time for it at all so it's fine to remove
  old resources from the list. Fewer resources will be skipped, as we now treat
  resources that have no known age as non-skippable. However in the majority of
  these cases we expect either for the resource to not be used at all (thus the
  postpone will never be forced to prepare and we won't serialise anything), or
  else if it is used the chances are high it will be used read-only so the
  postpone will still be enough.
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README.md

MIT licensed CI Contributor Covenant

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.

Screenshots

Texture view Pixel history & shader debug
Mesh viewer Pipeline viewer & constants

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.

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