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| Name: renderdoc | Distribution: openSUSE Tumbleweed |
| Version: 1.44 | Vendor: openSUSE |
| Release: 1.1 | Build date: Sat May 23 20:44:33 2026 |
| Group: Development/Tools/Debuggers | Build host: reproducible |
| Size: 35170068 | Source RPM: renderdoc-1.44-1.1.src.rpm |
| Packager: https://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.
MIT
* 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
/usr/bin/qrenderdoc /usr/bin/renderdoccmd /usr/lib64/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 03:56:04 2026