How do I capture a frame?

How do I use RenderDoc on Android?

How do I debug a shader?

How do I inspect a pixel value?

How do I view a specific texture?

How do I view details of an object?

How do I capture callstacks?

How do I use a custom visualisation shader?

How do I edit a shader?

How do I capture and replay over a network?

How do I annotate a capture?

How do I import or export a capture?

How do I generate an RGP profile?

How do I write a python extension?

How do I  control the replay?

Texture Viewer

API Insepctor

Buffer/Mesh Viewer

Capture Dialog

Event Browser

Settings Window

Pipeline State

Shader Viewer

Timeline Bar

Capture Connection

Debug Messages

Python Shell

Resource Insepctor

Performance Counter Viewer

Capture Comments

How do I capture a frame?

  Capturing frames

  Injecting into a Process

  Capture settings

How do I use RenderDoc on Android?

RenderDoc contains support for Android for both Vulkan and OpenGL ES.

The Android device must be running at least Android 6.0

  Quick start

Android is supported by using Remote Contexts to debug applications on your device from a host computer.

  Troubleshooting

adb devices

How do I debug a shader?

Shader debugging is currently only supported in D3D11. On other APIs the debug options listed below will either be hidden or disabled

  Including debug info in shaders

  Debugging a vertex

  Debugging a Pixel

  Debugging a Computer thread

  Debugging Controls

  HLSL Debugging

  Debugging Displays

How do I inspect a pixel value?

When in the texture viewer you can inspect the pixel values to obtain the exact contents of any pixel in the texture  

  Selecting appropriate subresource

  Picking a Pixel Value

  Pixel Context Display

  Pixel History

How do I view a specific texture?

  Annotating resources with names

  Texture list in Texture Viewer

  Locked tab of a Texture

How do I view details of an object?

The pipeline state viewers allows you to view more details of given resources that are bound to the pipeline. The go arrow is a sign that more details for this resource are available

Resources that are written in bold text with a  are clickable links that lead to the Resource Inspector with more information about a given resource.

  Viewing Shaders

  Viewing Textures

  Viewing Buffers

  Viewing Constant Buffers

How do I capture callstacks?

How do I use a custom visualisation shader?

How do I edit a shader?

How do I capture and replay over a network?

How do I annotate a capture?

How do I import or export a capture?

How do I generate an RGP profile?

How do I write a python extension?

How do I  control the replay?

Texture Viewer

API Insepctor

Buffer/Mesh Viewer

Capture Dialog

Event Browser

The Event Browser is the primary method of browsing the frame and selecting different drawcalls. It displays the user-annotated hierarchical display of sections

  Annotating your frame

  Selecting available columns

  Timing drawcalls

To time the GPU duration of each drawcall, click the timer button 

This will automatically run a process to get the time of each drawcall and display it in the duration column, which will be added if necessary.

You can configure which time unit is used for the duration column on the fly in the Settings Window

To examine more GPU counters than just plain duration, see Performance Counter Viewer.

  Browsing the frame

The event browser is the primary way to browse through the frame. Events are listed as entires in the browser and the hierarchical labels mentioned become tree nodes

The current selected event is highlighted and indicated with a green flag 

The EID column indicates the event ID of the drawcall listed. Event IDs are assigned starting from 1 and increase every time and API call is made - for this reason drawcall EIDs are not necessarily contiguous.

Simply clicking on a different event will select it as current, and selecting a parent node with some child events will acts as if the final child is selected - in other words selecting a node with serveral children will show the results of all children having happend.

  Bookmarks

  Searching and Jumping

Settings Window

Pipeline State

The Pipeline Viewer is an information dense but simple window in RenderDoc. It shows all of the stateful settings of the graphics pipeline, including bound resources, rasterize settings, etc.

  Pipeline flowchart

At the top of the Pipeline Viewer is the pipeline flowchart - this shows the high-level block level diagram of the graphics pipeline

Each block is a separate page which contain the relevant state and contents for that piece of the graphics pipeline, with specific details varying by API and the type of data to be displayed

The currently selected block is outlined with red,  and the page in view reflects the contents of that section of the pipeline. Light gray parts of the pipeline are those which are currently active and participating in this drawcall. Dark gray parts of the pipeline are not enabled and can be considered pass-through/do-nothing.

  Pipeline Section Display

The pipeline state viewer always displays the state of the pipeline after the execution of the drawcall, as with the other viewers in RenderDoc

Any reousrces that are bound to the pipeline can be opened in more detailed viewers, such as vertex buffers, constant buffers and textures.

The pipeline view attempts to only show what is relevant, and not all possible stateful data. To do this(when available) it uses shader reflection data to only display slots which are actually in use by the shaders, and omit any that are unused.This can be overridden with the Show Unused Items button.

Shader Viewer

Timeline Bar

Capture Connection

Debug Messages

Python Shell

Resource Insepctor

Performance Counter Viewer

The performance counter viewer providers a very simple way to fetch the results of GPU counters across all events in a capture

  Counter selection

  Counter Results

  Hardware Counters

Capture Comments

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