renderdoc README

The project's README from github.com/baldurk/renderdoc. As one markdown file: 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, Linux, Android, and Nintendo Switch™. It is completely open-source under the MIT license.

RenderDoc is intended for debugging your own programs only. Any discussion of capturing programs that you did not create will not be allowed in any official public RenderDoc setting, including the issue tracker, discord, or via email. For example this includes capturing commercial games that you did not create, or capturing Google Maps or Google Earth. Note: Capturing projects you created that use a third party engine like Unreal or Unity, or open source and free projects is completely fine and supported.

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 only 64-bit x86 is supported - there is a precompiled 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
Vulkan :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
OpenGL ES 2.0 - 3.2 :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
OpenGL 3.2 - 4.6 Core :heavy_check_mark: :heavy_check_mark: N/A
D3D11 & D3D12 :heavy_check_mark: N/A N/A
OpenGL 1.0 - 2.0 Compat :heavy_multiplication_x: :heavy_multiplication_x: N/A
D3D9 & 10 :heavy_multiplication_x: 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 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.

renderdoc (baldurk/renderdoc)

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11.2K ·GitHub
What is this?RenderDoc is a stand-alone, frame-capture based graphics debugger for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES, used to debug GPU rendering in your own programs.
Is this a standalone GUI app or a library I link into my code?It is a standalone desktop application with a UI; you run your target program and capture frames into RenderDoc rather than embedding a library, though it hooks into your graphics API calls to do so.
Are there any gaps in API or platform support I should know about?D3D9/D3D10, pre-3.2 OpenGL compatibility contexts, and Metal are not supported at all, and Linux only ships 64-bit x86 builds. Nintendo Switch support is separate and only available to authorized Nintendo developers.
Who is allowed to use it, and on what kind of programs?It's meant for debugging programs you created yourself; capturing commercial games or software you didn't write (like someone else's engine binary) is explicitly off-topic in official RenderDoc channels, though using it on your own projects built with Unreal/Unity is fine.
What can I actually do with a captured frame?You can step through every draw call in the frame and inspect the full pipeline state, textures, buffers, and shaders to figure out why a frame rendered the way it did.
Can RenderDoc debug Android apps?Yes, it supports capturing Vulkan and OpenGL ES content on Android, in addition to Vulkan, D3D11/D3D12, and OpenGL on Windows and Vulkan/OpenGL on Linux.
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baldurk
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137.5 MB
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Age
12y
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