以下为本分支新增的功能和修复,后附完整原版 README;也可查看 RenderDoc 官方 README。
- FBX 网格导出:在 Mesh Viewer 导出单个网格,或在 Event Browser 按事件、标记组和实例批量导出。支持顶点属性映射、多组 UV/颜色、自定义数据,以及可选的分量重映射、归一化和 UV 翻转。需启用 Autodesk FBX SDK;不重建材质、骨骼或动画。使用与构建说明
- 纹理批量导出:在 Event Browser 收集所选事件绑定的纹理,预检后导出 DDS、PNG 或 EXR,并生成 JSON 报告。支持按事件保存快照和相同内容去重;目前仅支持单采样、非数组 2D 纹理的 mip 0。使用说明
- Vulkan 多实例联动捕获:触发捕获时同步开始和结束同一进程中其他 Vulkan 实例的捕获,并输出
Vulkan bridge:诊断日志。各实例分别生成捕获文件,用于排查渲染与呈现分属不同实例时漏抓命令的问题。 - 当前捕获路径记录:打开捕获文件后,将路径写入临时目录下的
RenderDoc/active_capture.txt,关闭捕获时删除,便于外部工具定位当前文件。 - D3D12 查询范围修复:将查询结果解析限制在请求范围内,避免合并相邻查询时扩大解析及目标缓冲区写入范围。
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.
- Downloads: Stable and nightly builds: https://renderdoc.org/builds ( Symbol server )
- Documentation: HTML online, CHM in builds, Videos
- Contact: baldurk@baldurk.org, #renderdoc on OFTC IRC, Discord server
- Code of Conduct: Contributor Covenant
- Information for contributors: All contribution information, Compilation instructions
- Community extensions: Extensions repository
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| Windows | Linux | Android | |
|---|---|---|---|
| Vulkan | ✔️ | ✔️ | ✔️ |
| OpenGL ES 2.0 - 3.2 | ✔️ | ✔️ | ✔️ |
| OpenGL 3.2 - 4.6 Core | ✔️ | ✔️ | N/A |
| D3D11 & D3D12 | ✔️ | N/A | N/A |
| OpenGL 1.0 - 2.0 Compat | ✖️ | ✖️ | N/A |
| D3D9 & 10 | ✖️ | N/A | N/A |
| Metal | 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.
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.
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.
RenderDoc is released under the MIT license, see LICENSE.md for full text as well as 3rd party library acknowledgements.
Building RenderDoc is fairly straight forward on most platforms. See Compiling.md for more details.
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.
