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Name: renderdoc-devel | Distribution: openSUSE Tumbleweed |
Version: 1.34 | Vendor: openSUSE |
Release: 1.1 | Build date: Wed Aug 7 15:07:35 2024 |
Group: Development/Tools/Debuggers | Build host: reproducible |
Size: 31606 | Source RPM: renderdoc-1.34-1.1.src.rpm |
Packager: https://bugs.opensuse.org | |
Url: https://renderdoc.org/ | |
Summary: Development files for renderdoc |
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development.
MIT
* 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 * Mon Dec 19 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.24 * This is a hotfix release, containing a fix for a common D3D12 crash that could happen when analysing a capture using bindless resource access. * Mon Dec 05 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.23 - UI: When trying to connect to a remote host using an incompatible version, display the version it is running. This is only supported as of v1.23 and newer, older versions will all report as 'older than v1.23'. - UI: The buffer formatted allows stdint types like uint8_t or int32_t. - All: Add an in-application API function to set a title for an ongoing capture. - Linux: Use $HOME as a backup if getpwuid fails. - Vulkan/D3D12: Add a number of optimisations to D3D12 and Vulkan both during capture and on replay, to improve performance. This would affect programs using bindless and large number of resources most. - Vulkan/D3D12: When doing feedback on bindless resources, if a pixel shader is never invoked due to being offscreen/clipped, treat that as valid and display no resources as used instead of falling back to showing all resources. - Vulkan: Give a default name to un-named children in constant buffer structs. - Vulkan: Add support for extensions: * VK_EXT_mutable_descriptor_type * VK_AMD_memory_overallocation_behavior * VK_EXT_pageable_device_local_memory - D3D12: Relax the requirement for D3D12Core.dll to be signed by microsoft on trusted captures. This works around an issue where UE5.1 re-signed D3D12Core.dll as coming from epic, causing it to be rejected. The signature check will still be applied on files marked as untrusted e.g. downloaded from the internet. - OpenGL: Allow use of OVR extensions on desktop GL. - OpenGL: In the case that two different incompatibly-typed shader variables are both bound to the same texture slot, display this as an error in the pipeline state view. * Mon Oct 10 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.22 * UI: Improved the highlighting of changed variables when stepping/running in the shader debugger. * OpenGL: When capture is unsupported on a running program, display the reason why in the connection window as well as in the overlay text. * OpenGL: Show bicubic filtering functions in pipeline state viewer. * OpenGL: Replay multisampled backbuffers on OpenGL ES. * D3D: Display magic quality values better in texture viewer status bar. * D3D12: Improve performance for adding patterns into discarded resources. * Vulkan: On fastest replay optimisation level don't override renderpass load ops. * Vulkan: Optimise contiguous bindings of sparse pages in buffers before passing to the driver. * Vulkan: Add support for extensions: - VK_EXT_attachment_feedback_loop_layout - VK_EXT_primitive_topology_list_restart - VK_EXT_primitives_generated_query - VK_EXT_depth_clip_control - VK_EXT_multisampled_render_to_single_sampled * Wed Aug 24 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.21 * UI: Highlight the current event in the texture viewer context menu that shows resource usage. * UI: Improve handling of source-level shader debugging breakpoints. * All: Show status in mesh viewer when geometry data is not available, e.g. when using multiview and geometry/tessellation on vulkan. * All: Tweaked the in-program overlay to be more readable and better organised, especially around multiple windows. * All: Handle applications that don't create any graphics-compatible queues on Vulkan or D3D12 to still be able to capture and replay correctly. * Vulkan: Improve the clarity of error messages for incompatible captures, showing the reason for the incompatibility and what device was captured on and replayed on. * Vulkan: Implemented tracking of printf statements from geometry shaders. * Vulkan: Allow buffer format re-interpreting of push constants. * OpenGL: Display the 'intuitive' state of face culling winding, rather than strictly following enums (e.g. when clip origin is non-default, GL_CCW frontface means that clockwise wound polygons are front-facing). * Tue Aug 16 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Added patch file 0001-Fix-install-rpaths.patch * Mon Aug 15 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Remove install rpaths from binaries. Factory no longer allows them. * Tue May 31 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.20 * Views of buffers, either storage/raw buffers or constant buffers, have been refactored and improved. * Most complex error messages (particularly those that reference some error replaying or problem with the API like a fatal error) now contain better explanations of what problem has happened. * UI: Tweak behaviour around closing all captures on shutdown to be more consistent. * D3D12: Support the encoded color in obfuscated PIX-style markers. * ARM: Update hardware counter library. * Vulkan: Add support for some extensions: - VK_KHR_pipeline_library - VK_EXT_graphics_pipeline_library - VK_QCOM_render_pass_store_ops - VK_GOOGLE_surfaceless_query * Sat Apr 16 2022 Mark Nefedov <mark_nefedov@runbox.com> - Update to version 1.19 * Custom visualisation shaders have been refactored to be more portable and re-usable between APIs. * The location breadcrumbs in the event browser now has an edit button to edit the 'path' as a text string. * Thu Jan 27 2022 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.18 * Full support for Vulkan 1.3 as well as the Roadmap 2022 profile including the new VK_KHR_global_priority promoted extension. * The primary font used in the UI can now be customised, as well as the secondary monospaced font. * Tue Nov 30 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.17 * Support for the new Vulkan extension VK_KHR_dynamic_rendering. * The resource inspector has some sorting options now. * Compute shader debugging can now be launched either by split workgroup & thread ID, or by global thread ID. * The mesh viewer now allows you to select the axis convention of input vertex data for e.g. Z-up instead of Y-up or left/right-handed. * Mon Oct 11 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.16 * The bindless feedback for D3D12 which was added in v1.15 now supports DXIL SM6.x shaders, via DXIL patching. * The API backends have been hardened to handle the majority of cases where an API fatal error happens during replay while analysing a capture - device lost/TDR, out of GPU memory, or when using remote-replay if the remote server crashes or disconnects. - osc build apparently auto-cleans your spec-file now (without even asking) * Wed Sep 08 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Use pcre-devel instead of pcre-devel-static * Wed Sep 08 2021 Jan Engelhardt <jengelh@inai.de> - Trim redundant metadata from description. * Wed Sep 08 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Remove unused LIB_INSTALL_DIR * Wed Sep 08 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Use %autosetup during %prep - Update source0 to get proper filename - Use %cmake_build instead of %make_build for consistency * Wed Sep 01 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Use correct LIB_SUFFIX * Tue Aug 03 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.15 * Highlights - The Event Browser has been significantly refactored. - Bindless feedback is available on D3D12 for DXBC shaders (SM5.1). - Python API changes - Bug fixes * Mon May 31 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.14 * Highlights - RenderDoc can now display print statements from shaders in Vulkan. - The pipeline state view will now show thumbnail previews of textures on hover to help quickly identify which texture is bound to a given slot * Fri Feb 12 2021 Patrik Jakobsson <patrik.jakobsson@suse.com> - Update to version 1.12 * Highlights - Qt version updated to Qt 5.15.2. - Python docstrings improved
/usr/include/renderdoc_app.h
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