Welcome to RenderDoc - a graphics debugger, currently available for Vulkan, D3D11, D3D12, and OpenGL development on windows.
- Downloads: https://renderdoc.org/builds
- Documentation: renderdoc.chm in builds, or https://renderdoc.org/docs
- Tutorial Videos: http://www.youtube.com/user/baldurkarlsson/
- Email contact: email@example.com
- IRC channel: #renderdoc on freenode
- Roadmap/future development: Roadmap
- Starting place for developing/contributing: CONTRIBUTING.md
- How to compile: Compilation instructions
- Code of Conduct: Contributor Covenant
|D3D11||Well supported, all features.|
|OpenGL 3.2 core+||Well supported, most features.*|
|Vulkan||Well supported, most features.|
|D3D12||Well supported, most features.|
|OpenGL Pre-3.2||No immediate plans|
|D3D10||No immediate plans|
|D3D9||No immediate plans|
|OpenGL ES (2&3)||No immediate plans|
|Metal||No immediate plans|
- D3D11 has full feature support and is stable & tested. Feature Level 11 hardware is assumed - Radeon 4000/5000+, GeForce 400+, Intel Ivy Bridge, falling back to WARP software emulation if this hardware isn't present.
- *OpenGL is only explicitly supported for the core profile 3.2+ subset of features, check the OpenGL wiki page for details.
- **A Qt UI is in progress, with some implementation notes on the wiki.
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 master branch here if you need it, but correspondingly may be less stable.
As mentioned above there are some youtube videos showing the use of some basic features and an introduction/overview.
RenderDoc is released under the MIT license, see LICENSE.md for full text as well as 3rd party library acknowledgements.
Contributing & Development
Building RenderDoc is fairly straight forward. See CONTRIBUTING.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 CONTRIBUTING.md.