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RenderDoc is a graphics debugger that captures frames and is presently accessible for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development. It can be used on Windows, Linux, Android, and Nintendo Switch™, and is released under the MIT license as open-source software. | RenderDoc is a graphics debugger that captures frames and is presently accessible for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development. It can be used on Windows, Linux, Android, and Nintendo Switch™, and is released under the MIT license as open-source software. | ||
If you have any inquiries, feedback, or concerns, you can submit an issue on GitHub, contact me via email, or join the IRC or Discord channels for discussion. | If you have any inquiries, feedback, or concerns, you can submit an issue on [https://github.com/baldurk/renderdoc/issues/new/choose GitHub], contact me via [[email protected] email], or join the [https://webchat.oftc.net/?channels=renderdoc IRC] or [https://discord.gg/ahq6yRB Discord] channels for discussion. | ||
To install RenderDoc on Windows, download the appropriate installer based on your OS (64-bit or 32-bit) or obtain the portable ZIP from the builds page. The 64-bit version of the software can capture frames from 32-bit programs. RenderDoc is only supported on 64-bit x86 Linux, but a precompiled binary tarball is available, and it can be installed via your distribution's package manager. Alternatively, you can build the software from the [https://github.com/baldurk/renderdoc source code]. | To install RenderDoc on Windows, download the appropriate installer based on your OS (64-bit or 32-bit) or obtain the portable ZIP from the builds page. The 64-bit version of the software can capture frames from 32-bit programs. RenderDoc is only supported on 64-bit x86 Linux, but a precompiled binary tarball is available, and it can be installed via your distribution's package manager. Alternatively, you can build the software from the [https://github.com/baldurk/renderdoc source code]. |
Revision as of 06:11, 5 April 2023
RenderDoc | |
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File:Renderdocswitch.png | |
General | |
Author | baldurk |
Type | Developments |
Version | 1.26 |
License | MIT License |
Last Updated | 2023/04/01 |
Links | |
Download | |
Website | |
Source | |
RenderDoc is a graphics debugger that captures frames and is presently accessible for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development. It can be used on Windows, Linux, Android, and Nintendo Switch™, and is released under the MIT license as open-source software.
If you have any inquiries, feedback, or concerns, you can submit an issue on GitHub, contact me via [[email protected] email], or join the IRC or Discord channels for discussion.
To install RenderDoc on Windows, download the appropriate installer based on your OS (64-bit or 32-bit) or obtain the portable ZIP from the builds page. The 64-bit version of the software can capture frames from 32-bit programs. RenderDoc is only supported on 64-bit x86 Linux, but a precompiled binary tarball is available, and it can be installed via your distribution's package manager. Alternatively, you can build the software from the source code.
Media
How to use renderDoc tool - (Arkadiusz Lachowicz)
Screenshots
Changelog
(v.1.26)
- OpenGL: Pixel history is now supported on OpenGL.
- Vulkan: Improve the heuristic for when to use a GPU readback for reading mapped memory over CPU reads.
- D3D12: Enable that same heuristic that was accidentally disabled in a previous release.
- D3D12: DXIL handling refactored once again, to more closely clone LLVM's codebase and be more reliable at editing/patching.
- All: Fix an issue with thumbnails being stale in some situations.
- All: Fix a crash when a completion modifier like ctrl-space or ctrl-E is used in an edit box with no completion options.
- All: Speculative fix for a race condition with performance counter viewer windows.
- All: Fix RGP captures being unable to trigger remotely.
- All: Fix cumulative calculation of durations for fake profile markers.
- All: Disable Qt behaviour where typing a key in the buffer viewer would try to 'find' that letter, causing large hangs on very large meshes.
- All: Fix a crash in rare cases when showing tooltips for some columns in mesh viewer.
- All: Fix a problem where editing an environment variable modification to have an empty value made it unselectable.
- All: Fix terminology being reversed between D3D and GL/Vulkan for the shader stages in resource usage.
- Linux: Create utility GL contexts as explicitly matching the used API, in case GLES is being used.
- Android: Increase timeout for remote servers starting to 5 seconds because Android is a garbage platform and a tiny program can't start in under a second.
- D3D: Fix an issue with debugging pixel shaders trying to artificially create matching I/O signatures with preceeding stages when SV_PrimitiveID is used.
- D3D: Fix an issue where a missing callstack on the first instruction of debugging could cause step-over/step-into to misbehave.
- D3D12: Fix a crash that can happen when device lost happens during load.
- D3D12: Stop using dxc type annotations as they are broken.
- D3D12: Fix several new DXIL formulations or features.
- D3D12: Don't initialise AMD extensions when AMD driver is detected as loaded, if it's not currently in use.
- D3D12: Fix a problem capturing when a mapped buffer is not used directly but instead aliased with buffers on the same heap that are then used.
- D3D12: Fix missing specified colour formats on internal PSO.
- D3D12: Fix a deadlock if a resource is mapped while a capturing is finishing and cleaning up captured maps.
- Vulkan: Fix a crash when using extension-only defined queue families.
- Vulkan: Fix a crash when external/foreign queue families are used.
- Vulkan: Fix a crash deleting a BDA buffer while another is being created.
- Vulkan: Fix handling of dynamic rendering shading rate attachments.
- Vulkan/GL: Fix handling of stencil-only multisampled textures.
- GLES: Remove unsupported EGL extensions (currently only EGL_KHR_no_config_context) which cannot be supported.
- GL: Work around driver issue on Intel windows by declaring extra extension in internal shaders
- GL: Update window size before processing context activation, to fix an issue with incorrect window size on captures of frame 0.
External links
- Github - https://github.com/baldurk/renderdoc