github baldurk/renderdoc v1.18
Version v1.18

latest releases: v1.35, v1.34, v1.33...
2 years ago

Version v1.18

This release only has a small number of changes, and primarily adds support for the just-released Vulkan 1.3 including full support for everything in the Roadmap 2022 profile.

Please note: Upon installing a Vulkan 1.3 driver and creating a 1.3 Vulkan instance older versions of RenderDoc will be disabled automatically by the Vulkan loader, to prevent incompatibility problems. This release or newer will be required to debug Vulkan 1.3 applications, applications initialising Vulkan 1.2 or older can still be debugged by older versions of RenderDoc.

Binary releases are available on renderdoc.org with zip and installer for Windows and binary tarball for linux.

Main Highlights

  • Full support for Vulkan 1.3 as well as the Roadmap 2022 profile including the new VK_KHR_global_priority promoted extension.

  • The primary font used in the UI can now be customised, as well as the secondary monospaced font.

    RenderDoc with the font customised to Comic Sans MS

Python API changes

  • No backwards-incompatible API changes.

Features/Improvements

  • UI: When multiple capture connections are open and the program is closed, clicking 'No to all' will ask the user if they want to close all capture connections and discard all captures.
  • API: The in-application API now has a new function ShowReplayUI which acts similarly to LaunchReplayUI but instead it will try to re-use an existing UI provided an active connection is currently open between an instance of the UI and the application. Together with IsTargetControlConnected this can be used for repeated captures to open the UI if needed, but not open multiple copies.
  • Vulkan: Allow introspection of DONT_CARE storing renderpasses even on fastest replay mode.
  • Vulkan: Allow debugging SPIR-V 1.6 modules.
  • Vulkan: Add support for some extensions:
    • VK_EXT_4444_formats
    • VK_EXT_texture_compression_astc_hdr
    • VK_KHR_global_priority

Bugfixes

  • All: Don't treat out-of-memory as a fatal error in the specific case when we're fetching mesh output data, as this is deliberately handled gracefully.
  • All: When replaying remotely such as on an android device, fix shader editing not properly updating shader reflection.
  • Vulkan: Fix an issue with automatic layout transitions in renderpasses not properly specifying IGNORED queue families.
  • Vulkan: Fix problems with separate load and store ops for depth and stencil aspects.
  • Vulkan: Fixed handling of stencil-only textures.
  • Vulkan: Fix a case where replay would fail if the application specified VK_PIPELINE_CREATE_FAIL_ON_PIPELINE_COMPILE_REQUIRED_BIT_EXT and the compile was skipped at capture time due to a duplicate PSO.
  • Vulkan: Fix a crash handling unused attachments with VK_KHR_dynamic_rendering.
  • Vulkan: Fix tracking of event IDs in debug messages to more closely match up to the event with out-of-order command buffer recording.
  • Vulkan: Fix calculation of memory alignment requirements for externally imported memory.
  • Vulkan: Fix a crash debugging SPIR-V 1.3+ shaders when KHR_buffer_device_address is available.
  • Vulkan: Fix a crash if descriptors are copied from and then deleted mid-capture.
  • Vulkan: Fix a crash on subsequent captures after the first if a KHR_buffer_device_address buffer is bound to memory.
  • Vulkan: Fix a hang if replaying KHR_synchronization2 queue submissions with semaphore waits.
  • Vulkan: Fix a crash querying for KHR_buffer_device_address buffer addresses before memory binds when using vkBindBufferMemory2.
  • Vulkan: Protect against write-after-write hazards when applying initial states to overlapping resources.
  • Vulkan: Fix shader messages not being propagated when replaying remotely, such as on an android device.
  • D3D: Fix packing when UAV buffers don't require 16-byte alignment of structs.
  • D3D: Allow passing a NULL device handle into IDXGIOutput::FindClosestMatchingMode.
  • D3D12: Query the driver for supported shader model and then further clamp, rather than clamping only ourselves and potentially reporting higher support than the driver has.
  • D3D12: Fix a crash patching very simple/small DXIL shaders.
  • OpenGL: Fix handling of glBindProgramPipeline with a pipeline of 0, which could cause application-visible errors in glGetError.
  • OpenGL: Fix a memory leak exporting structured data.

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