#renderdoc

Once again, #RenderDoc was completely useless.

mopmopmopmompmopmop
2025-04-29

hello old friend.

screenshot of renderdoc showing vulkan rendering of copper showdown
Akseli :quake_verified:​ :kde:aks@scalie.zone
2025-02-24

TIL about RenderDoc

this is so cool

#RenderDoc

2025-01-28

Does anyone happen to know how to get #RenderDoc to work on #Wayland? I have a very broken program I'm trying to update to newer libraries and all of the rendering code looks correct.

2024-09-29

Made a sample #OpenXR layer for capturing graphics API calls between xrBegimFrame and xrEndFrame with #RenderDoc:
github.com/rAzoR8/openxr-rende

Yukari Hafner :v_lesbian:shinmera@tymoon.eu
2024-06-08

For #renderdoc is there no way to get its timeline to scale according to *actual time taken* rather than uniformly scaling it for every event as it does by default?

#gamedev #indiedev

2024-05-06

Started teaching myself #Vulkan and when they say it's verbose they weren't kidding. You gotta setup a ton of stuff just to get to basic geometry. However, I did discover #renderdoc and it's incredibly useful to see what's actually going on.

Kawaoneechankawa@mas.to
2024-04-24

It turns out I *can* in fact brain hard enough!

Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?

I took screenshots of the process too in case anyone's interested.

#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc

2024-03-20

In order to debug the vertex generation for non-full voxel path tracing I switched over to simple ray casts as the shaders compile faster, allowing me to iterate more.

Some time with Renderdoc debugging of the Vulkan compute shader has solved a few issues, and if you squint it almost looks alright.

#Vulkan #RenderDoc #Voxels

A voxel campervan model loaded in Avoyd Voxel Editor. From a distance it looks reasonable, until you notice the teeth like missing pieces of the front windscreen.
Campbell Jonesserebit@floss.social
2023-09-03

Working on packaging #renderdoc for @archlinux, and as it turns out, renderdoc does NOT like being built with LTO. Both qrenderdoc and renderdoccmd segfault immediately if built with LTO, at least on Arch.

Took me a couple hours to figure out, but now that I have, renderdoc should be landing in [extra] today.

2023-07-17

Ah, the joys of being a graphics programmer.

I got a bug report that there are black artifiacts on every #AMD #GPU. My development machine has #NVIDIA and did not show any artifacts.

Turns out there is an asset with unspecified vertex colours. And NVIDIA defaults to white while AMD defaults to black. At least in #OpenGL. I wouldn't be so mad if this didn't take me half a day to find in #RenderDoc.
#GameDev

Screenphoto of my NVIDIA development machine, there are lots of values in a list. The highlighted entry shows Generic=<1,1,1,1>.Screenphoto of my AMD testing machine, there are lots of values in a list. The highlighted entry shows Generic=<0,0,0,1>.

Vulkan/DirectX beginners please use #Renderdoc. It can give you more insight on validation errors (like what's the value of a flag that is erroneous). I just fixed a bug for a fiverr client that was caused by a small code mistake but so hard to find without renderdoc's insight.
Nevermind, don't use renderdoc, I need fiverr money :^)

#Vulkan #DirectX

2023-07-01

OK #RenderDoc is incredible.

Assuming you managed to dive through the insanity of the glslang API¹, you can actually debug a single fragment shader from their #GLSL form.

Being able to observe the exact values of everything is absolute bliss.

The debugger is basic but there is one incredible option: "Run forwards to NaN/Inf". This is going to be particularly useful to me and my gigantic shader full of nested loops.

Note: this is not possible with OpenGL.

¹ github.com/KhronosGroup/glslan

RenderDoc GLSL shader debug view. Cursor is visible in the code, and the values of all the variables (scalar, vectors, arrays, ...) can be observed.
2023-06-29

I've been skeptic about #RenderDoc but the more I dig into it, the more I like it. Today while trying to make the shader debugger working, I found the shader editor (useful for live change debugging), and also the way to add a custom view on a texture by writing a custom shader snippet.

Typical use case, here I have a signed distance texture, and I'm using a custom #glsl fragment (the sdf debug color scheme from Inigo Quilez) to display it. I love this.

RenderDoc screenshot with a single channel signed distance texture displayed using the orange-blue stripes from the famous Inigo Quilez debug color scheme.

Snippet code:
#version 420 core

#ifndef VULKAN
layout (binding = RD_FLOAT_2D_BINDING) uniform sampler2D tex2D;
#endif

layout (location = 0) in vec2 uv;
layout (location = 0) out vec4 color_out;

void main()
{
	float dist = texture(tex2D, uv).r;
	vec3 col = vec3(1.0) + sign(dist)*vec3(0.1,0.4,0.7);
	col *= 1.0 - exp(-2.0*abs(dist));
	col *= 0.8 + 0.2*cos(-120.0*dist);
	col = mix(col, vec3(1.0), 1.0-smoothstep(0.0,0.01,abs(dist)));
	color_out = vec4(col, 1.0);
}
2023-06-26

Got it working with UE5 on the weekend, so I can import a Renderdoc capture, extract the dispatches and debug it. Still pretty rough, but stepping through the UE5 Hi-Z build shader is awesome. Oh and the D3D12 capture is running in my Vulkan renderer! #UE5 #renderdoc

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