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renderdoc-1.44-1.3 RPM for i586

From OpenSuSE Ports Tumbleweed for i586

Name: renderdoc Distribution: openSUSE Tumbleweed
Version: 1.44 Vendor: openSUSE
Release: 1.3 Build date: Sat May 23 20:44:33 2026
Group: Development/Tools/Debuggers Build host: reproducible
Size: 44808342 Source RPM: renderdoc-1.44-1.3.src.rpm
Packager: http://bugs.opensuse.org
Url: https://renderdoc.org/
Summary: A frame-capture based graphics debugger
RenderDoc is a frame-capture based graphics debugger, currently
available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development.

Provides

Requires

License

MIT

Changelog

* Sat May 23 2026 Dirk Müller <dmueller@suse.com>
  - update to 1.44:
    * This version has a number of bugfixes and consistency
      improvements in some features.
    * Binary builds with installers, zips and tarballs are
      available on renderdoc.org.
    * The `view` member in `EventUsage` has been removed. Replacing
      this usage will require changing to the event and inspecting
      the bound and used resources and their views directly from
      the pipeline state.
    * The `multiSampleCount` and `multiSampleQuality` members have
      been removed from `D3D12OM`, which were previously unused and
      never written to and do not correspond to any valid pipeline
      state.
    * UI: Annotation vector automatic members are renamed to `1`,
      `2`, `3`, `4` so that their order is preserved instead of
      `xyzw`.
    * Vulkan: Add support for the `VK_EXT_custom_resolve`
      extension.
    * Vulkan: Pixel history will be more clear that almost no
      information is available when using secondary command
      buffers.
    * Vulkan: Improve reporting of resource usage in multiple-
      nested command buffers.
    * D3D12: Apply workaround for runtime bug with tight alignment
      to textures as well as buffers.
    * # Bugfixes
    * UI: Fix an extra unused checkbox in some re-orderable lists
      in settings windows.
    * UI: Fix incorrect replay when command annotations are used.
    * Linux: Fix an issue where wrong RenderDoc library may be used
      if multiple different versions are installed on the system.
    * Windows: Fix problems with hooking when a program uses
      unnamed ordinal exports in a DLL.
    * Image: Fix a crash when using the image file viewer, if
      saving a texture while a custom visualisation shader is
      active.
    * All: Use 64-bit dimensions internally for sparse page table
      tracking. Mostly untested as APIs generally do not support
      >4GB resources.
    * D3D: Fix rare cases where arrays of interpolators may get
      misidentified and try to merge elements that weren't merged.
    * D3D: Fix issues that could appear from runtime deduplicating
      objects like D3D12 root signatures and D3D11 state objects
      against internal versions.
    * D3D12: If a bindless root signature is created for the first
      time during a capture, ensure all possible resources will
      still be included.
    * D3D12: Fix a crash if copy queue timestamp queries are used.
    * D3D12: Fix a deadlock that could happen when calling
      `DiscardFrameCapture`.
    * D3D12: Fix case where debugging xor operations could return
      the wrong result.
    * D3D12: Fix a crash when patching raytracing dispatches if an
      uninitialised sampler heap is bound.
    * D3D12: Fix a potential crash shader debugging when accessing
      NULL created descriptors.
    * D3D12: Fix incorrect data returned when debugging SM6.6
      bindlessly accessed constant buffers.
    * D3D12: Fix incorrect data returned when debugging a root
      parameter byte address SRV.
    * D3D12: Fix a potential crash when selecting individual
      arguments within an ExecuteIndirect.
    * D3D12: Fix inconsistencies in exported D3D12 html state.
    * OpenGL: Fix incorrect derivatives generated on old GL
      implementations without fine derivatives.
    * OpenGL: Fix a crash when loading a capture with a shader that
      is larger than 256kB of source.
    * Vulkan: Fix a potential problem if internal shaders fail to
      compile for triangle size overlay.
    * Vulkan: Fix wireframe overlay not properly running fallback
      if line fillmodes are not supported.
    * Vulkan: Fix a problem where user specialisation constants
      could be corrupted and get incorrect values when debugging
      shaders.
    * Vulkan: Fix a rare race with a missing `vkDeviceWaitIdle`
      before window presentation.
    * Vulkan: Fix a potential crash reading a sampler that could be
      garbage in some cases.
    * Vulkan: Fix a crash if an application submits the same
      command buffer multiple times in a single frame.
    * Vulkan: Fix incorrect result returned for shader debugging of
      a degenerate `bitfieldExtract` call with `count == numbits`.
    * Vulkan: Fix a crash reading potentially uninitialised fields
      when getting a descriptor buffer descriptor.
    * Vulkan: Fix EID inconsistency when vkQueueSubmit has multiple
      top-level submissions.
    * Vulkan: Fix incorrect generated internal shader when fetching
      mesh output of mesh shader that outputs points.
    * Vulkan: Fix handling of mesh shader output that outputs an
      array of structs.
    * Vulkan: Fix resource usage not showing up properly for
      pipeline barriers at the end of command buffers.
    * Vulkan: Don't add resource usage for marker actions in
      secondary command buffers.
    * Vulkan: Handle case on some drivers where descriptor buffer
      memory would not properly have contents from prior to
      captured frame.
    * Vulkan: Fix inconsistencies in exported Vulkan html state.
    * Vulkan: Don't compile multiview shaders if device doesn't
      support or hasn't enabled multiview.
  - update to 1.43:
    * # Version v1.43
    * This release includes a new custom annotation system, as well
      as a number of other improvements and bugfixes.
    * **NOTE**: currently AMD's official drivers contain a reported
      bug that may cause any shader debugging that depends on
      multiple threads to fail to debug correctly. You may also
      encounter problems with using `VK_EXT_descriptor_buffer` as
      noted in the v1.40 release notes.
    * Binary builds with installers, zips and tarballs are
      available on renderdoc.org.
    * > [!WARNING]
    * > As mentioned in the v1.42 release notes the code signing
      key used to sign the windows builds in this version has
      changed. Windows security is unreliable and may throw errors
      even though everything has been set up correctly with this
      build. It is safe to run and if you are unsure you can use
      something like virustotal.com to check the file, as well as
      manually verifying the digital signature in the file
      properties. Unfortunately there is nothing else that can be
      done.
    * # Main highlights
    * ## Annotations system
    * In this release RenderDoc now includes a new custom API for
      providing rich annotations for additional context and
      information especially for cases where a lot of context is
      lost in the graphics API work itself.
    * These can be thought of as significantly more advanced
      versions of the normal marker regions and object naming that
      graphics APIs provide. Complex structures can be built up
      with typed data, which is then visible on a per-event or per-
      object basis and can be visualised and filtered.
    * _Counter-Strike 2 © Valve Corporation. Used with permission._
    * More extensive information is available in the RenderDoc
      documentation, when using the RenderDoc in-application API
      two new calls are available to manage annotations both as
      additional stateful information on commands and as permanent
      data on graphics API objects.
    * This is the initial release of this system, and more can and
      will be added to its functionality as it is used.
    * ## Information about shader debug symbols
    * In the shader viewer a new tab can be shown which details any
      information about shader debug symbols referenced and where
      they were found from, as well as the paths searched along the
      way.
    * This can be combined with the ability to embed these symbols
      within a capture to make it more easily portable to share
      with others.
    * # Python Breaking API changes
    * None.
    * # Features/Improvements
    * UI: Improve sorting for array members in watch and source
      variable displays when shader debugging, to follow natural
      sort rules.
    * UI: Add correct handling of `#pragma once` in shader editing.
    * UI: Add a panel to the shader viewer showing where (and if)
      debug info was loaded for a given shader.
    * OpenGL: Add support for debugging shaders that use arrays of
      resources.
    * D3D12: Implement querying `ID3D12SharingContract` from a
      `ID3D12CommandQueue`.
    * D3D12: Edits to shaders can now be reliably saved with
      capture files and will work when reloaded. Previously this
      would fail in many cases. This fix also applies to Vulkan if
      using inline shader creates without shader modules.
    * D3D12: Implement correct support for predication.
    * Vulkan: When debugging shaders with debug info that maps some
      values to `OpUndef` display explicitly `` instead of actual
      undefined values.
    * Vulkan: Add support for debugging shaders that use
      `SPV_KHR_integer_dot_product`.
    * Vulkan: Add handling of multiview to several overlays
      including viewport, quad overdraw, triangle size. Also
      special-case handling of multiple viewports when the number
      of views matches the multiview count.
    * Vulkan: Add support for extensions:
    * VK_QCOM_multiview_per_view_render_areas
    * VK_EXT_image_drm_format_modifier
    * # Bugfixes
    * UI: Fix some cases where marker labels in resource usage
      would be incorrect.
    * UI: Fix viewing mesh preview for vertex in data not working
      correctly on first launch.
    * UI: Fix a crash when adding a watch entry for cbuffer
      variables.
    * UI: Fix off-by-one when displaying number of replacements in
      'replace all' in shader editor.
    * UI: Process shader source correctly as UTF-8.
    * UI: Fix a race condition when opening the tools menu while a
      remote capture (e.g. on android) is open.
    * UI: Fix a memory leak if selecting between different events
      quicker than mesh output can be generated.
    * OpenGL: Fix incorrect pixel history results obtained when
      pipelines are used with multiple different uniform values.
    * OpenGL: Fix some broken cases with shader debugging when
      using bool-typed uniforms or interpolation qualifiers on
      inputs.
    * OpenGL: Fix a memory leak when picking vertices in the mesh
      viewer.
    * D3D12: Fix a crash if using resolves on depth targets in the
      render pass API.
    * D3D12: Fix a crash when nvidia counters plugin is installed
      if timing durations in the event browser without having used
      the perf counter viewer.
    * D3D12: Fix missing IID checks when creating
      `ID3D12CommandQueue1`.
    * D3D12: Fix a hang when processing debug info that includes an
      enum inside a struct.
    * D3D12: Add more supported IIDs when querying via `GetDevice`.
    * D3D12: Detect and avoid invalid indirect dispatches when
      fetching mesh shader output.
    * D3D12: If a fatal error is hit due to out of memory or device
      lost during capture, do not create broken/crashing captures.
    * D3D12: Check for and display an error when too much is
      generated from a mesh shader to display in mesh output.
    * Vulkan: Fix a potential crash reading the sampler part of
      descriptors queried via descriptor buffer for all image
      descriptor types.
    * Vulkan: Fix an issue with incorrect lifetime tracking of
      `bufferDeviceAddress` buffers that could lead to misbehaviour
      or problems recreating RT acceleration structures.
    * Vulkan: Ensure image layouts are correctly tracked when
      application is using CPU-based image layout transitions.
    * Vulkan: When faking backbuffers during capture for
      acceleration structure or descriptor buffer capture, ensure
      deletion of swapchains during capture doesn't cause invalid
      address re-use.
    * Vulkan: Fix potential problems when descriptor buffers and
      normal descriptors are mixed, and make sure that partially-
      invalidated state between them is properly tracked.
    * Vulkan: Fix fetching of task and mesh output when the payload
      structure contains arrays-of-structs.
    * Vulkan: Fix handling of multiple entry points in the same
      module where only one declares needed builtins like
      `LocalInvocationIndex`.
    * Vulkan: Fix incorrect generation of shader for fetching
      vertex output, with invalid contents of `BaseVertex` builtin.
    * Vulkan: Fix shader debugging when loading from an MSAA
      subpass input.
    * Vulkan: Fix a potential race condition if a capture is loaded
      and closed very quickly.
    * Vulkan: Fix a potential crash analysing captures with
      multiple queues.
  - update to 1.42:
    * # Version v1.42
    * This release includes limited support for shader debugging on
      OpenGL. More details are found below, and bear in mind that
      likely a minority of shaders and not all drivers will be
      supported as it requires a relatively modern shader code and
      modern drivers.
    * **NOTE**: currently AMD's official drivers contain a reported
      bug that may cause any shader debugging that depends on
      multiple threads to fail to debug correctly. You may also
      encounter problems with using `VK_EXT_descriptor_buffer` as
      noted in the v1.40 release notes.
    * Binary builds with installers, zips and tarballs are
      available on renderdoc.org.
    * **NOTE**: After this release, the code signing key used to
      sign windows nightly and stable builds will change. As
      Windows security is mostly fake this may trigger warnings
      about an unrecognised publisher or you may have to disable
      smartscreen or similar functionality to install or run new
      builds for an unknown period of time. The new code signing
      key is authentic from a real authority and can be checked
      manually in the file properties, so there is nothing that can
      be done about this unfortunately.
    * # Main highlights
    * ## Limited OpenGL shader debugging
    * A limited form of shader debugging is now supported on
      OpenGL. Only shaders that _aren't_ so outdated and legacy
      that they are incompatible with SPIR-V compilation can be
      debugged. There may be issues with shaders that are not fully
      compatible with SPIR-V compilation so the most reliable
      results will come from shaders that compile as-is to SPIR-V
      without modification. Otherwise undefined behaviour from
      differences in bindings may occur.
    * The feature has high minimum requirements - both
      `GL_ARB_compute_shader` and
      `ARB_shader_storage_buffer_object` (or equivalent core
      version functionality) - so it's expected that not all GL
      drivers will be supported. Shader debugging will be disabled
      entirely for any OpenGL capture if the minimum requirements
      are not met. It also requires SSBO support for the stage
      being debugged, meaning that commonly on Android vertex
      shaders will not be debuggable.
    * # Python Breaking API changes
    * None.
    * # Features/Improvements
    * UI: The resource usage display in the resource inspector now
      displays the marker where each usage entry sits, and allows
      splitting the list by parent marker.
    * UI: Add the ability to customise the keyboard and mouse
      controls used for the flycam in the mesh viewer, as well as
      customising the near/far plane of the display (separate from
      any near/far plane used for unprojection of vertex data).
    * UI: Added a feature to embed all external dependencies into a
      capture, such as separate shader debug info to make the
      capture more easily portable. This can be done via the Tools
      menu which also includes the option to remove any embedded
      files.
    * D3D12: Add support for GPU_UPLOAD heaps.
    * D3D12: Display compute shader referenced builtin inputs in
      the UI when debugging a compute shader
      (`SV_DispatchThreadID`, `SV_GroupID`, `SV_GroupIndex`,
      `SV_GroupThreadID).`
    * D3D12: Add compute shader debugger support for quad and
      derivative operations (SM6.6+).
    * D3D12: Add DXIL shader debugging support for shaders using
      UAV Counters.
    * Vulkan: Add support for compute shader debugging shaders
      using `VK_KHR_compute_shader_derivatives` and quad
      operations.
    * # Bugfixes
    * UI: Fix the display of bounding box calculated data for mesh
      shaders.
    * D3D11/D3D12: Fix incorrect DXBC shader debug of
      `CalculateLevelOfDetailUnclamped`.
    * D3D11: Fix a crash if running on extremely low-end drivers
      such as WARP when reporting video functionality to the
      application that is unsupported.
    * D3D11: Fix an issue with the NV counters where results may
      not be returned if gathering over a lot of events.
    * D3D12: Fix some resource references while debugging a shader
      having the incorrect type.
    * D3D12: Fix a potential crash when capturing a TIGHT_ALIGNMENT
      resource due to the D3D12 runtime returning invalid data.
    * D3D12: Fix a rare race condition when capturing if the
      capture ends as a queue submission is happening with mapped
      memory on another thread.
    * D3D12: Fix a crash when a UPLOAD heap is created mid-capture.
    * D3D12: Fix a problem where pixel history could crash or
      return the wrong results if logic ops are used.
    * D3D12: Fix handling of matrix inputs to a shader stage.
    * D3D12: Fix a potential issue where shader interfaces using
      float3 arrays would not properly be fetched when shader
      debugging.
    * D3D12: Fix wireframe overlay not displaying if conservative
      rasterization is enabled.
    * D3D12: Fix a problem with pixel history being run on 3D
      textures.
    * D3D12: Fix an error when replaying an execute indirect that
      does not need a root signature attached.
    * D3D12: Fix a crash in WriteToSubresource reading the wrong
      amount of data.
    * Vulkan: Fix a potential crash after a fatal error (e.g.
      device lost or android device disconnection) depending on the
      current selected event.
    * Vulkan: Add DESCRIPTOR_BUFFER usage internally to some
      buffers which is required to map to certain memory types.
    * Vulkan: Fix a crash binding a NULL index buffer.
    * Vulkan: Fix an issue where `vkCmdDrawIndexedIndirectCount`
      would fail in some circumstances if an individual draw was
      selected.
    * Vulkan: Fix a potential race condition if multiple threads
      are submitting work using the same mapped memory.
    * Vulkan: Fix a case where matrix source variables were not
      properly displayed depending on how they mapped to SSA IDs.
    * Vulkan: Fix a potential crash when running pixel history on a
      renderpass with multiple subpasses and secondary command
      buffers.
    * Vulkan: Fix invalid API use by never replaying suspend/resume
      and always using load/store instead.
    * Vulkan: Fix an issue using primitive ID input when debugging
      a pixel shader that is linked to a mesh shader.
    * Vulkan: Fix incorrect shader debug of GLSL `textureProj` with
      a shadow sampler (SPIR-V `OpImageSampleProjDrefExplicitLod`,
      `OpImageSampleProjDrefImplicitLod`.
  - update to 1.41:
    * # Version v1.41
    * This release includes new threaded support for the shader
      debugger on all supported APIs (D3D11, D3D12, Vulkan). More
      details are found below, and please report any problems
      encountered with any shader debugging whether crashing or
      inaccurate simulation.
    * **NOTE**: currently AMD's official drivers contain a reported
      bug that may cause any shader debugging that depends on
      multiple threads to fail to debug correctly. You may also
      encounter problems with using `VK_EXT_descriptor_buffer` as
      noted in the v1.40 release notes.
    * As always binary builds with installers, zips and tarballs
      are available on renderdoc.org.
    * # Main highlights
    * ## Shader debugger threaded support
    * On all APIs that support shader debugging (D3D11, D3D12,
      Vulkan) the debugger will now correctly simulate as many
      threads as needed to accurately debug a shader. This means
      wave/subgroup ops, workgroup interactions and groupshared
      memory can all now be debugged and will display accurate
      reflections of the results based on all threads running.
    * The number of threads simulated will depend on the shader
      itself - if only wave/subgroup ops are used then one
      wave/subgroup will be simulated. If groupshared or other
      whole-workgroup work is used in a compute shader then the
      whole workgroup will be simulated up to the typical maximum
      of 1024 threads.
    * When debugging groupshared memory specifically the UI
      displays one thread's view of groupshared and it will reflect
      barrier visibility - except for atomics, writes from other
      threads will not be displayed until the appropriate barrier
      has been passed.
    * Note that for DXIL and SPIR-V the shader debuggers themselves
      are multi-threaded on the CPU to simulate across a number of
      CPU threads, while DXBC is currently single threaded and so
      may be slower to debug such shaders.
    * # Python Breaking API changes
    * None.
    * # Features/Improvements
    * All: In pixel history view do not offer the option to debug
      actions which do not use shaders (clears, copies, etc).
    * All: When fit-to-window is enabled in the texture viewer,
      editing the zoom level will disable it instead of reverting
      any edits.
    * All: Shader debugger now supports simulating many threads, as
      needed for correct simulation of the threads. See highlights
      above.
    * All: If a pixel debug fails and the pixel history pops up,
      explain this with a message.
    * Python: All structure members have explicit type annotations
      to improve code-completion/intellisense ability in IDEs.
    * Python: Improve generated stubs to not redeclare `__new__`
      which confuses some IDEs about constructors for structs.
    * D3D12: Display bindless constant buffer access in pipeline
      state view correctly.
    * D3D12: Show cbuffer element offset in RenderDoc DXIL
      disassembly view.
    * D3D12: Improve memory overhead during capture&replay for
      applications e.g. UE5 that do a significant amount of
      aliasing or have very-sparse sparse buffers. The reduction
      will scale depending how much re-use there is between buffers
      and/or how sparse buffers are bound.
    * Vulkan: Sorting of descriptors in the pipeline state view is
      more natural when using descriptor buffers (sorted logically
      not physically).
    * Vulkan: Allow replay with `KHR_*_maintenance` and
      `EXT_external_memory_dma_buf` extensions even if not
      supported on the replay device.
    * Vulkan: Don't fill undefined discard pattern in external
      image transitions which are defined not to discard.
    * Vulkan: Improve detection of vkconfig due to changed
      configuration file, and attempt to detect and warn vkconfig
      being started after RenderDoc.
    * Vulkan: Implement some extensions:
    * `VK_EXT_fragment_density_offset`
    * `VK_VALVE_fragment_density_map_layered`
    * `VK_EXT_vertex_attribute_robustness`
    * # Bugfixes
    * All: Fix interpretation of packed 10:10:10:2 data in buffer
      viewer consuming 16 bytes instead of 4.
    * All: Fix a potential crash when viewing task/mesh shader data
      in the mesh viewer.
    * All: Add line-wrapping to improve display of pipeline/shader
      names which are very long in the pipeline state view and
      reduce horizontal size needed.
    * All: Adjust pixel context highlight box to better position
      itself for NPOT (non-power of two) texture mips.
    * All: In the texture viewer improve behaviour for NPOT
      textures when using arrow keys to nudge one texel left or
      right.
    * All: Many fixes to pixel history edge cases or consistency
      problems.
    * Linux: When loading a 3D DDS for image viewing, fix display
      of mips.
    * GL/Vulkan: Fix display of NPOT texture mips.
    * GL: Fix double clicking on framebuffer attachments not
      opening the corresponding texture.
    * GLES: Fix readback of depth textures if reading directly from
      depth is not supported.
    * Vulkan: Fix incorrect extension implementation of
      KHR_present_wait2 function.
    * Vulkan: Fix misbehaviour when descriptor buffers are bound
      multiple times per command buffer.
    * Vulkan: Fix interaction between descriptor buffer and
      EXT_shader_object.
    * Vulkan: Fix a crash if descriptor buffers change between
      graphics and compute pipeline bindings and become temporarily
      invalid.
    * Vulkan: Fix a crash processing a mesh shader that writes to
      clip/cull distance (or any multi-arrayed output)
    * Vulkan: Fix a potential crash replaying captures using
      dynamic rendering and attachment feedback loops with unified
      image layouts.
    * Vulkan: Fix a problem when images or image views are
      destroyed and recreated mid-capture when using descriptor
      buffers.
    * Vulkan: Fix unconditional use of acceleration structure
      extension when descriptor buffers is enabled.
    * Vulkan: Replay memory created mid-capture as if it had
      cleared contents to begin with, instead of allowing replay
      data to leak backwards from later events.
    * Vulkan: Reflect depth bounds passes and failures correctly in
      depth test overlay.
    * Vulkan: Fix processing of fake OpModuleProcessed comments in
      glslang shaders targetting SPIR-V 1.0 when using NonSemantic
      debug info.
    * Vulkan: Handle arrays of AS descriptors where not all of them
      are valid.
    * Vulkan: Fix a potential crash if an image view is deleted
      after the image it references.
    * Vulkan: Fix maintenance9 implementation of vertex attributes
      which are entirely undeclared in the pipeline but used in the
      vertex shader.
    * Vulkan: Fix a crash when viewport count is dynamic in a
      pipeline but scissor count isn't.
    * Vulkan: Fix wrong input variable names being shown in vertex
      inputs in some cases.
    * Vulkan: Fix a crash if an undefined pointer is declared in
      SPIR-V.
    * Vulkan: Fix discard patterns not using the correct layers for
      2D-view-of-3D images.
    * Vulkan: Ensure barriers are forward-compatible to breaking
      maintenance9 change.
    * Vulkan: Fix a crash if SPIR-V debug info declares member
      functions or template instantiations in structures.
    * Vulkan: Fix failures to replay with incorrect version
      snapshotting of descriptor buffers.
    * Vulkan: Fix a potential incompatibility replaying a
      descriptor buffer capture when images are declared as
      external during capture.
    * Vulkan: Debugging a shader that accesses bufferviews via
      descriptor buffer would return incorrect data.
    * Vulkan: Fix a potential crash when writing out of bounds to a
      texture during shader debugging.
    * D3D: Fix shader debugging when constant buffer elements have
      a padded offsetted location that doesn't start at a float4
      boundary.
    * D3D11: Fix a potential crash if binding resources or constant
      buffers with a NULL array to bind many NULLs.
    * D3D12: Fix pixel history crashing when being run on a UAV-
      only texture.
    * D3D12: Fix an incorrect reference to nvapi instead of AGS in
      error message when extensions are unsupported.
    * D3D12: Fix a crash if an ExecuteIndirect sets constant
      parameters to a root signature element which had not been set
      prior on the command buffer.
    * D3D12: Fix a crash when running pixel history if some draws
      have no scissor regions bound.
    * D3D12: Generate proper dxc command line from new SRCI debug
      info with `-X Y` instead of `-X=Y`.
    * D3D12: Work around backwards- and forwards-incompatible DXC
      command line change to survive bad validation.
    * D3D12: Improve handling of buffers created implicitly in new
      states. Although not spec-defined, LAYOUT_UNDEFINED resources
      can be implicitly transitioned to old states.
    * D3D12: Fix a rare device lost crash encountered when
      discarding small buffers, most commonly encountered in UE5
      captures.
    * D3D12: Fix a potential crash on AMD when processing marker
      text.
    * D3D12: Fix a crash when replaying any
      `EmitRaytracingAccelerationStructurePostbuildInfo` call.
    * D3D12: Fix helper lanes modifying UAVs during shader
      debugging on DXIL.
    * D3D12: Fix a case where access to bindless/arrayed samplers
      would return wrong result in DXIL shader debugging.
    * D3D12: Improve handling of half and double arguments in a
      number of instructions.
    * D3D12: Fix incorrect display of high level source variables
      for output structures and matrices.
    * D3D12: Fix a potential rare crash when debugging vertex/pixel
      shaders.
    * D3D12: Fix pixel history error if bound target is not
      declared in PSO.
* Fri Sep 26 2025 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.40
    * All: Fix compilation of application API header with pedantic C mode.
    * UI: Added the ability to cancel a download in progress.
    * UI: Display an explicit note for resource usage when the resource is
      not tracked, rather than showing an empty panel.
    * D3D: More clearly display read-only DSVs in the pipeline state.
    * D3D12: Root signature viewer shows space + register for root
      parameters.
    * Vulkan: Add support for NonSemantic.DebugBreak as a breakpoint,
      however on most current drivers this instruction causes an
      unconditional GPU crash so is not useful for debugging.
    * Vulkan: Add support for core version 1.4 and the following
      extensions:
    - VK_EXT_descriptor_buffer
    - VK_KHR_surface_maintenance1
    - VK_KHR_swapchain_maintenance1
    - VK_EXT_host_image_copy
    - VK_KHR_map_memory2
    - VK_KHR_shader_bfloat16
    - VK_KHR_unified_image_layouts
    - VK_EXT/KHR_present_mode_fifo_latest_ready
    - VK_KHR_present_id/wait2
    - VK_KHR_maintenance6 to VK_KHR_maintenance9
    - VK_EXT_pipeline_robustness
    - VK_EXT_pipeline_protected_access
  - Pass -DPCRE_HEADER to cmake to prevent building against pcre instead
    of pcre2
* Fri Jul 11 2025 Sean Baggaley <me@drinkybird.net>
  - Update to version 1.39
    * UI: Adjust shader debugger colours when using the dark theme.
    * D3D12: Match variable names to disassembly for resource access SSA names.
    * D3D12: Ensure SSA variables are displayed until the end of their use.
    * D3D12: Add support for variable length strings in PIX strings, as well as V2 PIX strings.
    * D3D12: Improve DXIL disassembly for global pointers.
    * Vulkan: Improve SPIR-V disassembly when basic block order is unconventional.
    * Vulkan: Add support for extensions:
    - VK_KHR_robustness2
    - VK_EXT_dynamic_rendering_unused_attachments
* Fri Jun 20 2025 Sean Baggaley <me@drinkybird.net>
  - Update to version 1.38
    * UI: RGB casts of values in the Shader Debugger watch window
      or Buffer Viewer now treat values as linear, not sRGB.
    * UI: Constant buffer variables can now be shown with an RGB swatch
      using the [[rgb]] annotation.
    * UI: The texture goto-pixel window no longer closes when the mouse
      leaves the window, it closes when the window loses focus.
    * UI: Shader search paths now have a 'recursive' toggle which defaults
      to on. When unchecked, this path will never be searched recursively
      for files to locate missing separate debug information. This can be
      useful for slow shared drives or very large folders with many files,
      where exact filename matches are expected as standard.
    * AMD: Update version of GPUPerfAPI to 4.0.
    * Android: Add specific error message for broken devices.
    * D3D12: When reflection information is stripped from an SM5 shader
      and separate debug info is available in a pdb, try to regenerate
      best-effort reflection with the debug data available.
    * D3D12: Improve custom DXIL disassembly for resource/cbuffer
      array access.
    * D3D12: Improve matching of separate debug information and add some
      new heuristics to match PIX's undocumented search behaviour.
    * Vulkan & D3D12: Improve error messages when mesh shader output comes
      back as invalid, in case of application errors.
    * Vulkan: Remove change of pipeline cache UUID to allow applications
      to preserve pipeline cache between running with and without RenderDoc.
    * Vulkan: Implement support for extensions:
    - VK_KHR_maintenance5
    - VK_EXT_image_compression_control
    - VK_EXT_image_compression_control_swapchain
* Wed Mar 26 2025 Fabian Vogt <fvogt@suse.com>
  - Add patch to backport PCRE2 to the swig fork:
    * 0001-PCRE2.patch
* Fri Mar 14 2025 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.37
    * UI: Python extension registration has more error checking
      and is more robust to syntax errors during
      register/unregister functions.
    * UI: Try to preserve selected pipeline stage when switching
      between mesh and normal draws.
    * D3D12: Bitfield declarations are reflected from DXIL
      metadata for structure types.
    * D3D12: Add handling of undocumented chunk in DXBC containers
      that can include source code files.
    * D3D12: Improve detection of code scopes during DXIL shader
      debugging.
    * D3D12: Improve handling of debug info mapping source
      variables to information in DXIL.
    * D3D12: Do limited parse of DXBC container to determine state
      object entry points.
    * D3D12: Improve display of root buffer structured buffers.
    * Vulkan: Improved capture memory overhead for cases of many
      images aliased in one location with only a small number
      used.
    * Vulkan: Optimise repeated name-setting of objects to not
      record every name.
    * Vulkan: Improve speed of processing printf messages for
      large shaders.
    * Vulkan: Ignore certain WSI-only extensions for replay
      compatibility as they are unused.
    * Vulkan: Preserve selected stage where possible when
      switching between mesh-shader and normal draws.
    * Vulkan: Implement capture and replay support for a number of
      extensions (not including shader debugging):
    * VK_KHR_shader_quad_control
    * VK_KHR_shader_maximal_reconvergence
    * VK_KHR_shader_expect_assume
    * VK_KHR_shader_float_controls2
    * VK_KHR_shader_subgroup_rotate
    * VK_KHR_ray_tracing_position_fetch
    * VK_KHR_ray_tracing_maintenance1
* Mon Feb 03 2025 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Set BuildArch to noarch for the devel package
  - Update to version 1.36
    * DXIL debugging
    * Raytracing capture
    * All: Allow pointers to basic types (e.g. float *foo) in
      buffer formatter instead of requiring a struct as the
      pointee type.
    * All: Allow buffer formats to specify an alignment tighter
      than natural alignment (e.g. 4 byte alignment on a struct
      with 64-bit integers).
    * All: Improve some performance during capture for DLL loads
      that happen at very high frequency.
    * Images: Add support for tiled and mip-mapped EXR images and
      improved interpretation of channels.
    * Images: Improve loading times of EXR files via multithreaded
      decoding and texel reading optimisations.
    * D3D12: Display thread group size for MS/AS disassembly.
    * D3D12: Match undocumented PIX behaviour to recursively
      search for matching shader debug files within search
      locations. Selection behaviour when there are multiple
      matches is not currently defined.
    * D3D12: Improve reporting of driver version for WARP devices.
    * D3D12: Improve some aspects of RenderDoc's DXIL disassembly
      for better readability and displaying more useful
      information.
    * D3D12: Improve overhead when idle during capture by removing
      unnecessary CPU-GPU syncs.
    * D3D12: Added a custom interface for naming descriptors in a
      descriptor heap.
    * Vulkan: Add support for debugging shaders using
      EXT_shader_object.
    * Vulkan: Implement support for
      VK_KHR_dynamic_rendering_local_read.
    * Vulkan: Add support for debugging mesh shaders, with the
      same stipulations and restrictions as compute shaders that
      only one thread is simulated artificially in isolation
      without any other threads in the group to communciate with.
    * Vulkan: Physical devices are clamped to the highest
      supported version (currently 1.3) manually now as the vulkan
      loader no longer does this or removes the layer
      automatically.
* Wed Aug 07 2024 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.34
    * Added support for a new GLES extension: GL_EXT_clip_control.
    * Store texture data on GLES for sub-rect updates of
      compressed textures.
    * Active shader viewer bookmarks are listed in the bookmarks
      menu.
    * The custom more readable and human-friendly DXIL disassembly
      has had a number of readability improvements made.
    * Add support for Vulkan extensions:
      VK_KHR_shader_relaxed_extended_instruction and
      VK_EXT_shader_object
    * Improve the display of entry point interface lists in SPIR-V
      entry points.
    * Add functionality to allow packing of bitfields even when
      the declared bitfield straddles the alignment of its base
      type with #pack(tight_bitfield_packing).
    * Added a UI for managing the ignored PDBs when resolving
      callstacks.
    * Implemented GPU feedback for detecting dynamic access to
      arrayed samplers.
* Sun Jun 30 2024 Dirk Müller <dmueller@suse.com>
  - update to 1.33:
    * The default DXIL disassembly type `DXBC/DXIL` has changed to
      use a new RenderDoc custom DXIL disassembly view.
    * The goals of the RenderDoc DXIL disassembly view is to make
      it easier for a human to read and parse the DXIL disassembly.
    * It does not try to be compatible with or emulate the DXC DXIL
      disassembly output.  DXC DXIL disassembly output can be
      selected using the `DXC DXIL` option in the `Disassembly
      type` drop down.
    * Leverages C-style syntax, HLSL naming and uses declared type
      SSA variables.
    * Uses reflection data where possible for resource naming.
    * Custom decoding of DXIL DX specific opcodes i.e. `LoadInput`,
      `StoreOutput`, `CBufferLoad`, `BufferLoad`, `BufferStore`,
      `TextureLoad`, `TextureStore`, `Sample*`, `AtomicBinOp`.
    * Where possible uses HLSL intrinsic names for DXIL DX opcodes
      i.e. `sin`, `cos`, `tan`, `isnan`, `ddx_coarse`, etc.
    * Custom decoding of handle creation and annotation to make it
      easier to link back to the resource.
    * UI: Add the ability to create and jump between bookmarks in
      the shader viewer, thanks to Louis de Carufel.
    * D3D12 and Vulkan: You can now directly browse the contents of
      a given descriptor heap or descriptor set.
    * D3D12 and Vulkan: Overlapping descriptor bindings will now
      properly indicate which binding was used to access which
      descriptor.
    * D3D12: Added support for new DLL selection API
      `ID3D12DeviceFactory` and similar.
    * D3D12: SM6.6 direct heap accesses will now be displayed in
      the texture viewer.
    * D3D12: Added new RenderDoc-specific DXIL disassembly.
    * Vulkan: Added support for `VK_EXT_nested_command_buffer`.
    * Linux: Add counter handling for new Intel kernel driver.
* Mon May 06 2024 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.32
    * Pixel history is now supported on D3D12, many thanks to the
      contributions by Steve Karolewics and Jovan Ristic.
    * All: Add the ability to right-click and rename a bookmark to
      give it a custom string name.
    * All: Add the ability to right-click and copy from pipeline
      state stencil state, and the debug messages view.
    * All: In the pixel history show depth value written even if no
      pixel shader is bound.
    * All: The pixel history view will show range-scaled colour for
      integer targets as well as float/normalised targets.
    * D3D12: Added support for pixel history.
    * D3D12: Allow resource naming for queues and command buffers.
    * Vulkan: Added support for the slang tool and shading language.
    * Vulkan: Allow debugging specific pixel shader instance based on
      the multiview or layered rendering index.
    * Vulkan: If multiple outputs are declared at the same location
      and have no names, use component in auto-generated name.
    * Vulkan: Add support for extensions:
    - VK_KHR_calibrated_timestamps
    - VK_KHR_index_type_uint8
    - VK_KHR_line_rasterization
    - VK_KHR_load_store_op_none
    - VK_KHR_vertex_attribute_divisor
    - VK_EXT_texture_compression_astc_hdr (was previously
      implemented but never reported)
    * Android: Improve performance with high-instance count draws
      when selecting 'show all instances' in mesh viewer.
* Wed Jan 31 2024 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.31
    * UI: Messages suggesting enabling API validation for more error
      information now direct to Open Capture with Options to
      discourage permanently enabling validation.
    * UI: Only show byte range for a single subresource when viewing
      texture as buffer.
    * UI: When switching between mesh shader draws and compute shader
      dispatches, preserve pipeline state flowchart.
    * Vulkan: Fail instance creation if RenderDoc layer is explicitly
      enabled.
    * Vulkan: Add support for 64-bit selectors to OpSwitch
      statements.
    * Vulkan: When 'ref all resources' is enabled, ensure internal
      buffers aren't included.
    * D3D11: Improve handling and checking for unsupported sparse
      textures.
    * Android: Add workaround for broken Android devices that don't
      properly support layers in apks.
* Tue Jan 02 2024 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.30
    * All: Extend depth test overlay to correctly report pass/fail
      with shader exported depth.
    * UI: Improve tooltips for settings determining Android SDK/JDK.
    * UI: Improve buffer formatter help and link properly to help
      documentation from UI.
    * UI: Improve D3D12 line anti-aliasing on AMD.
    * Vulkan: Add support for VK_EXT_extended_dynamic_state3
      extension.
    * Vulkan: Improve display of output parameters to strip
      unnecessary gl_PerVertex noise.
    * Android: Fade logo every 45 minutes to alleviate burn-in if
      server is left running long term.
    * Android: Add handling of limited devices that only support
      64-bit ARM and not also 32-bit ARM.
    * D3D12 & Vulkan: Implement support for mesh shading.
      Interactions with multiview are not supported, and currently
      there is no mesh input visualisation option and shader
      debugging is disabled. NOTE: Currently there are known issues
      both with mesa radv and with dxc's SPIR-V output which are both
      being investigated.
* Tue Nov 28 2023 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.29
    * Refactored handling of ExecuteIndirect to more reliably replay
      the application's work even in the face of non-deterministic
      work. Executes with non-deterministic parameters will still not
      function properly anywhere that the draw parameters are
      referenced like the event browser, mesh viewer, etc. But
      selecting subsequent events in the command buffer will now
      replay the ExecuteIndirect faithfully.
    * The pixel history events still show background colours in part
      when the row is selected.
    * When editing SPIR-V shaders and recompiling them, wherever
      possible the same SPIR-V version will be used to recompile
      them. This is necessary when using features that target a
      minimum SPIR-V version.
* Mon Aug 14 2023 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.28
    * Improved capture writing process for larger captures especially
      on Vulkan & D3D12 to improve the time taken to write a capture to disk.
    * Added a 'soft memory limit' capture option to reduce the chance
      of out-of-memory errors during capture, currently implemented
      only for Vulkan due to Linux and Android being platforms prone to OOM.
    * Tweaked the display of checkboxes with RenderDoc's style to
      display with an X, for the sake of the low contrast dark theme
      where checkbox fills were not as clear as the normal light theme.
    * Add support for glCopyImageSubData on GLES copying from
      uncompressed to compressed textures.
    * Add support for several vulkan extensions:
    - VK_EXT_provoking_vertex
    - VK_EXT_attachment_feedback_loop_dynamic_state
    - VK_EXT_image_2d_view_of_3d
* Wed Jun 07 2023 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.27
    * Security fixes:
    - CVE-2023-33863: renderdoc: integer overflow to heap-based buffer overflow
    - CVE-2023-33864: renderdoc: integer underflow to heap-based buffer overflow
    - CVE-2023-33865: renderdoc: symlink vulnerability in /tmp/RenderDoc
    * D3D12: Add support for new SDK 1.610.1:
    * New state functionality
    * New sampler creation parameters and PSO chunks
    * New barrier API
    * All: Show explicit dropdown arrow for tool buttons with menus.
    * All: Report Windows 11 separately in analytics.
    * Vulkan & D3D12: Optimisations to capture time overhead and GPU Syncs.
    * D3D11: Disable query for undocumented internal D3D interface in composition API.
* Tue Apr 11 2023 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.26
    * OpenGL: Pixel history is now supported on OpenGL.
    * Vulkan: Improve the heuristic for when to use a GPU readback for
      reading mapped memory over CPU reads.
    * D3D12: Enable that same heuristic that was accidentally disabled in
      a previous release.
    * D3D12: DXIL handling refactored once again, to more closely clone
      LLVM's codebase and be more reliable at editing/patching.
* Fri Mar 24 2023 Patrik Jakobsson <patrik.jakobsson@suse.com>
  - Update to version 1.25
    * All: nvidia counters can now be obtained via the performance counter
      viewer. This requires the manual installation of the nvidia SDK
      obtained separately.
    * Python: The bindings now report not-equal instead of throwing an
      exception when comparing between incompatible types.
    * Android: Change listing of Android packages for new Android version
      that requires different parameters.
    * D3D12: Resource usage depends less on root signatures and more on
      shader reflection, which should reduce false positives of resources
      being reported as used on events when they are bound but unused.
    * Vulkan: Display depth resolve textures in texture viewer thumbnails.
    * Vulkan: Add support for several extensions:
    - VK_EXT_rasterization_order_attachment_access
    - VK_EXT_acquire_drm_display
    - VK_EXT_surface_maintenance1
    - VK_EXT_swapchain_maintenance1
    - VK_EXT_border_color_swizzle
    - VK_EXT_non_seamless_cube_map
    - VK_EXT_depth_clamp_zero_one
    - VK_EXT_image_view_min_lod

Files

/usr/bin/qrenderdoc
/usr/bin/renderdoccmd
/usr/lib/librenderdoc.so
/usr/share/applications/renderdoc.desktop
/usr/share/doc/renderdoc
/usr/share/doc/renderdoc/README
/usr/share/doc/renderdoc/magic
/usr/share/icons/hicolor/scalable/mimetypes/application-x-renderdoc-capture.svg
/usr/share/licenses/renderdoc
/usr/share/licenses/renderdoc/LICENSE.md
/usr/share/menu
/usr/share/menu/renderdoc
/usr/share/mime/packages/renderdoc-capture.xml
/usr/share/pixmaps/renderdoc-icon-16x16.xpm
/usr/share/pixmaps/renderdoc-icon-32x32.xpm
/usr/share/thumbnailers
/usr/share/thumbnailers/renderdoc.thumbnailer
/usr/share/vulkan/implicit_layer.d
/usr/share/vulkan/implicit_layer.d/renderdoc_capture.json


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Fabrice Bellet, Sun Aug 2 02:32:54 2026