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Lataa RenderDoc 1.44.0

A stand-alone graphics debugging tool

Baldur Karlsson API- ja web-kehitys #6 API- ja web-kehitys
Tämä on vanhempi versio. Uusin versio on 1.46.0. RenderDoc 1.46.0 · Julkaistu:

Asennustiedostot 1.44.0

ArkkitehtuuriTyyppiLaajuusTiedostokokoLatausSHA256
64-bittinen MSI Kaikki käyttäjät 86,0 Mt renderdoc.org VirusTotal
32-bittinen MSI Kaikki käyttäjät 56,3 Mt renderdoc.org VirusTotal

Linkki ja SHA256-tiiviste ovat peräisin Windows Package Managerin yhteisön manifestista. Vertaa ladatun tiedoston tiivistettä ennen kuin suoritat sen.

Muutosloki

This version has a number of bugfixes and consistency improvements in some features.
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.
Python Breaking API changes
- 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.
Features/Improvements
- 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.

https://github.com/baldurk/renderdoc/releases/tag/v1.44

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