Professional Documents
Culture Documents
========
This page documents the current feature set of RenderDoc. This gives an overview of
what RenderDoc is capable of, and where it is in its development.
* Trimming capture - capture file only contains data necessary for replaying the
frame in question, not all textures & buffers ever created in the lifetime of the
app.
* Optional network support. The main way RenderDoc is used is capture & replay on
the same machine, but you can also attach over the network, and replay on a remote
host.
* Multiple frame capture with ability to open side-by-side to compare.
* Event browsing, with API standard tree of markers.
* Full graphics pipeline state display.
* Resources bound to the pipeline are trimmed to what is actually in use, e.g.
if a shader only references a texture in the first binding slot, textures in other
binding slots will not be displayed by default.
* Where available through the API, friendly debug names are displayed along
with reflection data with the shader to clarify usage.
* Export of the pipeline to HTML file.
* Shader source display (where possible - i.e. debug info available) and otherwise
disassembly where appropriate (when the API has a concept of a compiled binary
representation).
* Timeline bar of the scene hierarchy.
* For each action, a list of all API calls (state/resource setting) is available,
with each call optionally having a complete callstack to locate where it came from
in-app.
* Mesh buffer inspection and visualisation before/after vertex shader and at the
end of the geometry pipeline (after GS or DS, whichever is later). All views have
arcball and flycam controls, Projected data is not limited to the 2D viewport,
RenderDoc attempts to unproject to allow viewing in world-space.
* More advanced mesh visualisation such as viewing other components as position
(e.g. to render a mesh in UV space), and visual mesh picking from both input and
output panes.
* 'Raw' buffer inspection for buffers. Custom format can be set with HLSL-lite or
GLSL-lite syntax.
* Buffer export to CSV or raw binary blob and texture saving to DDS.
* Texture/render target viewer.
D3D11
-----
* Support for D3D11 up to D3D11.4, Windows Vista and above. Where hardware support
isn't available for feature level 11, WARP will be used.
* Debug marker support comes from any available D3D interface
(ID3DUserDefinedAnnotation, D3DPERF\_ functions, etc)
* Pixel history view.
* Vertex, Pixel and Compute shader debugging.
* Detailed statistics on API call usage throughout the frame.
D3D12
-----
* Support for D3D12 up to D3D12.9, Windows 10 and above, and D3D12On7 on Windows 7.
* Debug marker uses the SetMarker/BeginEvent/EndEvent functions on the command list
or queue.
* Vertex, Pixel and Compute shader debugging for DXBC/fxc shaders.
Vulkan
------
Captures have a very limited amount of portability between machines. Many hardware-
specific feature uses are baked into captures, and portability depends on how
similar the capture and replay hardware are, whether these feature uses can map the
same in both cases. Captures are however completely portable between different OSes
with sufficiently comparable hardware.
* Support for OpenGL Core profile 3.2 - 4.6 on Windows and Linux.
* Support for OpenGL ES 2.0 - 3.2 on Linux, Windows, and Android.
* Tree hierarchy of events defined by any of the standard or vendor-specific
extensions, and ``KHR_debug`` object labels used for object naming.