Version v1.47
This release has a number of bugfixes and smaller improvements since v1.46.
NOTE: AMD's official windows drivers have known bugs that have been reported but are currently not known to be fixed, see previous release notes for more information.
Binary builds with installers, zips and tarballs are available on renderdoc.org.
Python Breaking API changes
- None. Note some return values/members are more accurately type-annotated with
Optional[]to indicate that they may beNone, but this did not change the actual behaviour.
Features/Improvements
- UI: Reduce number of disk searches enumerating UI python extensions.
- UI: Fix a case where the entire contents of a buffer would be fetched from the GPU when only a small region was being viewed.
- UI: Explicitly note that 64-bit integer textures are not displayed.
- UI: Improve the behaviour of the previous/next action buttons in the event browser when a marker region is selected.
- D3D12/Vulkan: Add support for debugging true unbounded arrays of constant buffers.
- Python: Ensure python stubs generation is compatible with python 3.14.
- Windows: Add a note when capturing a program fails because it is 64-bit but built with
/LARGEADDRESSAWARE:NO. - Vulkan: Improve reporting of pixel history information when e.g. shader discards mean primitive IDs can't be obtained.
- Vulkan: Add support for
VK_KHR_device_address_commands- note that NV's driver has a known bug currently with handling of barriers in this extension.
Bugfixes
- All: Ensure the currently selected visible range is passed through correctly to custom display shaders.
- UI: Fix a crash if the python debugger loads but fails to initialise.
- UI: Fix a crash that could happen loading captures in sequence.
- UI: Fix a crash if a python callback is closed during program shutdown.
- UI: Fix recompressing a capture not working if it is open on a remote server.
- UI: Fix a case where closing the RenderDoc UI with a remotely-unsaved capture would not correctly wait for the capture to be saved if the user selected to do so and would be lost.
- UI: Fix a potential race condition crash when closing a capture with buffer viewers open.
- Linux: Turn a crash into a leak due to limitations of linux GL library when switching between normal and android platform access.
- Linux: Workaround linux behaviour to kill processes by default on some socket errors.
- D3D: Fix a case where embedding dependent files into a capture after having reloaded for updated shader search paths wouldn't embed all files.
- D3D: Improve robustness against out-of-bounds groupshared access in SM5 shaders.
- D3D12: Fix a crash processing
ExecuteIndirect()calls with large counts. - D3D12: Fix incorrect state being used when resources are discarded on a compute command buffer.
- D3D12: Allow IB and VB bindings in
ExecuteIndirectto beNULL, and handle these more consistently. - D3D12: Speculative fix a potential crash parsing DXIL debug information.
- D3D12/Vulkan: Fix some cases where debugging unbounded arrays of resources didn't behave correctly.
- Vulkan: Fix a crash if the sampler field of a push descriptor is left as garbage when an immutable sampler is used so the field should be ignored.
- Vulkan: Fix some invalid behaviours that could cause crashes or misbehaviour on KosmicKrisp.
- Vulkan: Fix incorrect replay of separate back/front stencil state.
- Vulkan: Fix errors with checking functionality allowed by core versions if multiple vulkan instances are created within an application.
- Vulkan: Fix ballot subgroup operations returning incorrect results when some threads in a subgroup are inactive.
- Vulkan: Fix
OpPtrAccessChainusing incorrect strides when accessing non-zero elements through BDA pointer. - Vulkan: Add workaround for Qualcomm BDA bug with vulkan pNext structure order.
- Vulkan: Sort bindless cbuffer accesses by array index.
- Vulkan: Fix a crash if a descriptor is declared in a shader but not statically used and not present in a descriptor set.
- Vulkan: Fix an issue causing specialisation constant values to not be displayed in UI.
- Vulkan: Add missing handling for bindless access when using
VK_EXT_shader_object. - Vulkan: Fix incorrect thread associations being used when debugging shaders using clustered subgroup ops.
- Vulkan: Fix builtin subgroup mask values not being properly filled in.
- Vulkan: Fix a crash accessing colour blend structure array in pipeline create if all colour blend state is dynamic.
- OpenGL: Fix a potential crash if disassembling a shader where the generated debug info includes executable code marked at global scope.
- OpenGL: Fix some problems causing incorrect debugging of GL shaders on some drivers.