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Baldur Karlsson
Patches for RenderDoc x64
Windows
6 patches available
RenderDoc is a free MIT licensed stand-alone graphics debugger that allows quick and easy single-frame capture and detailed introspection of any application using Vulkan, D3D11, OpenGL & OpenGL ES or D3D12 across Windows, Linux, Android, or Nintendo Switch™.
RenderDoc x64 Version 1.42.0
Release Date
12/19/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.42$$$This release includes limited support for shader debugging on OpenGL. More details are found below; and bear in mind that likely a minority of shaders and not all drivers will be supported as it requires a relatively modern shader code and modern drivers.$$$$$$NOTE: currently AMDs official drivers contain a reported bug that may cause any shader debugging that depends on multiple threads to fail to debug correctly. You may also encounter problems with using VK_EXT_descriptor_buffer as noted in the v1.40 release notes.$$$$$$Binary builds with installers; zips and tarballs are available on renderdoc.org.$$$$$$NOTE: After this release; the code signing key used to sign windows nightly and stable builds will change. As Windows security is mostly fake this may trigger warnings about an unrecognised publisher or you may have to disable smartscreen or similar functionality to install or run new builds for an unknown period of time. The new code signing key is authentic from a real authority and can be checked manually in the file properties; so there is nothing that can be done about this unfortunately.$$$$$$Main highlights$$$Limited OpenGL shader debugging$$$A limited form of shader debugging is now supported on OpenGL. Only shaders that arent so outdated and legacy that they are incompatible with SPIR-V compilation can be debugged. There may be issues with shaders that are not fully compatible with SPIR-V compilation so the most reliable results will come from shaders that compile as-is to SPIR-V without modification. Otherwise undefined behaviour from differences in bindings may occur.$$$$$$The feature has high minimum requirements - both GL_ARB_compute_shader and ARB_shader_storage_buffer_object (or equivalent core version functionality) - so its expected that not all GL drivers will be supported. Shader debugging will be disabled entirely for any OpenGL capture if the minimum requirements are not met. It also requires SSBO support for the stage being debugged; meaning that commonly on Android vertex shaders will not be debuggable.$$$$$$image$$$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 ha
RenderDoc x64 Version 1.41.0
Release Date
11/5/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.41$$$This release includes new threaded support for the shader debugger on all supported APIs (D3D11; D3D12; Vulkan). More details are found below; and please report any problems encountered with any shader debugging whether crashing or inaccurate simulation.$$$$$$NOTE: currently AMDs official drivers contain a reported bug that may cause any shader debugging that depends on multiple threads to fail to debug correctly. You may also encounter problems with using VK_EXT_descriptor_buffer as noted in the v1.40 release notes.$$$$$$As always binary builds with installers; zips and tarballs are available on renderdoc.org.$$$$$$Main highlights$$$Shader debugger threaded support$$$On all APIs that support shader debugging (D3D11; D3D12; Vulkan) the debugger will now correctly simulate as many threads as needed to accurately debug a shader. This means wave/subgroup ops; workgroup interactions and groupshared memory can all now be debugged and will display accurate reflections of the results based on all threads running.$$$$$$The number of threads simulated will depend on the shader itself - if only wave/subgroup ops are used then one wave/subgroup will be simulated. If groupshared or other whole-workgroup work is used in a compute shader then the whole workgroup will be simulated up to the typical maximum of 1024 threads.$$$$$$image$$$When debugging groupshared memory specifically the UI displays one threads 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.$$$$$$image$$$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.$$$Vulkan: Dont fill undefined discard pattern in external image transitions which are defined not to discard.$$$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
RenderDoc x64 Version 1.41.0
Release Date
11/5/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.41$$$This release includes new threaded support for the shader debugger on all supported APIs (D3D11; D3D12; Vulkan). More details are found below; and please report any problems encountered with any shader debugging whether crashing or inaccurate simulation.$$$$$$NOTE: currently AMDs official drivers contain a reported bug that may cause any shader debugging that depends on multiple threads to fail to debug correctly. You may also encounter problems with using VK_EXT_descriptor_buffer as noted in the v1.40 release notes.$$$$$$As always binary builds with installers; zips and tarballs are available on renderdoc.org.$$$$$$Main highlights$$$Shader debugger threaded support$$$On all APIs that support shader debugging (D3D11; D3D12; Vulkan) the debugger will now correctly simulate as many threads as needed to accurately debug a shader. This means wave/subgroup ops; workgroup interactions and groupshared memory can all now be debugged and will display accurate reflections of the results based on all threads running.$$$$$$The number of threads simulated will depend on the shader itself - if only wave/subgroup ops are used then one wave/subgroup will be simulated. If groupshared or other whole-workgroup work is used in a compute shader then the whole workgroup will be simulated up to the typical maximum of 1024 threads.$$$$$$image$$$When debugging groupshared memory specifically the UI displays one threads 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.$$$$$$image$$$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.$$$Vulkan: Dont fill undefined discard pattern in external image transitions which are defined not to discard.$$$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
RenderDoc x64 Version 1.40.0
Release Date
9/5/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.40$$$This release adds support for some new Vulkan extensions; including VK_EXT_descriptor_buffer; as well as Vulkan 1.4. It contains some other quality of life improvements and the usual bug fixes. NOTE: currently AMDs official drivers contain a bug that will likely cause any captures using VK_EXT_descriptor_buffer to fail. This cant be worked around on RenderDocs side and requires a driver fix.$$$$$$As an update to previous releases; note that the latest nvidia drivers now support raytracing pipeline capture and replay so will function in RenderDoc.$$$$$$As always binary builds with installers; zips and tarballs are available on renderdoc.org.$$$$$$Python API changes$$$ShaderDirectAccess.category has been changed to ShaderDirectAccess.type which is a DescriptorType. The category if needed can be determined via CategoryForDescriptorType.$$$VKDescriptorSet.descriptorSetResourceId may be unset now if a capture is using descriptor buffers.$$$Features/Improvements$$$All: Fix compilation of application API header with pedantic C mode.$$$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$$$VK_EXT_pipeline_protected_access$$$Bugfixes$$$UI: Fix a potential rare crash while closing a capture.$$$UI: Fix a hang when editing some shaders with complex #include trees.$$$UI: Fix a problem where raw binary buffer exports would be truncated wrongly when exporting from a large offset into a buffer.$$$Python: Fix a bug when creating a CaptureViewer implementation in python where only some methods are overridden.$$$Linux: Follow symlinks when loading python extension folders.$$$Android: Fix a potential race condition during applications that start very quickly.$$$D3D: Fix a potential crash when debugging DXBC shaders that use groupshared memory with arrays of large stride.$$$D3D: Fix an error debugging a pixel shader if it contains inputs which are not written by the vertex shader.$$$D3D11: Fix handling of zero-sized constant buffer bindings not being correctly truncated to have no data.$$$D3D11: Fix a crash when calling Unmap() a buffer in a captured frame when the Map() happened in a previous frame.$$$D3D12: Fix a crash when processing callstacks that refer to namespaces.$$$D3D12: Fix root constant updates inside a ExecuteIndirect not properly inheriting values from previous updates before the ExecuteIndirect.$$$D3D12: Fix a potential GPU crash when selecting a draw in an ExecuteIndirect that updates root constants and uses bindless resources.$$$D3D12: Ensure pixel history shows the proper blended results for multiple fragments per pixel in the same draw when displaying the Tex After$$$D3D12: Fix a potential crash if ExecuteIndirect is called with MaxCommandCount == 0.$$$D3D12: Fix a GPU crash if an ExecuteIndirects argument buffer fails to patch when using a count buffer.$$$D3D12: Fix wrong results being displayed for bindless usage on sub-draws in an ExecuteIndirect after the first.$$$D3D12: Fix a crash on load when ExecuteIndirect is run on a compute command buffer.$$$Vulkan: Fix a potential crash if a descriptor array is accessed out-of-bounds by a shader.$$$Vulkan: Fix a potential rare crash with window display.$$$Vulkan: Add a missin
RenderDoc x64 Version 1.40.0
Release Date
9/5/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.40$$$This release adds support for some new Vulkan extensions; including VK_EXT_descriptor_buffer; as well as Vulkan 1.4. It contains some other quality of life improvements and the usual bug fixes. NOTE: currently AMDs official drivers contain a bug that will likely cause any captures using VK_EXT_descriptor_buffer to fail. This cant be worked around on RenderDocs side and requires a driver fix.$$$$$$As an update to previous releases; note that the latest nvidia drivers now support raytracing pipeline capture and replay so will function in RenderDoc.$$$$$$As always binary builds with installers; zips and tarballs are available on renderdoc.org.$$$$$$Python API changes$$$ShaderDirectAccess.category has been changed to ShaderDirectAccess.type which is a DescriptorType. The category if needed can be determined via CategoryForDescriptorType.$$$VKDescriptorSet.descriptorSetResourceId may be unset now if a capture is using descriptor buffers.$$$Features/Improvements$$$All: Fix compilation of application API header with pedantic C mode.$$$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$$$VK_EXT_pipeline_protected_access$$$Bugfixes$$$UI: Fix a potential rare crash while closing a capture.$$$UI: Fix a hang when editing some shaders with complex #include trees.$$$UI: Fix a problem where raw binary buffer exports would be truncated wrongly when exporting from a large offset into a buffer.$$$Python: Fix a bug when creating a CaptureViewer implementation in python where only some methods are overridden.$$$Linux: Follow symlinks when loading python extension folders.$$$Android: Fix a potential race condition during applications that start very quickly.$$$D3D: Fix a potential crash when debugging DXBC shaders that use groupshared memory with arrays of large stride.$$$D3D: Fix an error debugging a pixel shader if it contains inputs which are not written by the vertex shader.$$$D3D11: Fix handling of zero-sized constant buffer bindings not being correctly truncated to have no data.$$$D3D11: Fix a crash when calling Unmap() a buffer in a captured frame when the Map() happened in a previous frame.$$$D3D12: Fix a crash when processing callstacks that refer to namespaces.$$$D3D12: Fix root constant updates inside a ExecuteIndirect not properly inheriting values from previous updates before the ExecuteIndirect.$$$D3D12: Fix a potential GPU crash when selecting a draw in an ExecuteIndirect that updates root constants and uses bindless resources.$$$D3D12: Ensure pixel history shows the proper blended results for multiple fragments per pixel in the same draw when displaying the Tex After$$$D3D12: Fix a potential crash if ExecuteIndirect is called with MaxCommandCount == 0.$$$D3D12: Fix a GPU crash if an ExecuteIndirects argument buffer fails to patch when using a count buffer.$$$D3D12: Fix wrong results being displayed for bindless usage on sub-draws in an ExecuteIndirect after the first.$$$D3D12: Fix a crash on load when ExecuteIndirect is run on a compute command buffer.$$$Vulkan: Fix a potential crash if a descriptor array is accessed out-of-bounds by a shader.$$$Vulkan: Fix a potential rare crash with window display.$$$Vulkan: Add a missin
RenderDoc x64 Version 1.39.0
Release Date
6/27/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.39$$$This version contains a number of bugfixes as work continues on the foundations for future functionality.$$$$$$Python API changes$$$No breaking changes to the Python API.$$$$$$Features/Improvements$$$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$$$$$$Bugfixes$$$Windows: Fix problems caused by windows 11 hotpatch DLLs.$$$UI: Show an error if a working directory is specified but does not exist.$$$UI: Detect if an application with a reserved filename such as explorer is launched and show an error.$$$UI: Fix interpreting pointers to basic non-structure types.$$$UI: Fix a crash that could happen when making edits to shader debug locations.$$$Vulkan: Fix handling of acceleration structures in push descriptors.$$$Vulkan: Fix incorrect callstack being generated for inlined function calls.$$$Vulkan: Fix reading from BDA pointers to basic types in push constants not correctly respecting declared array strides.$$$Vulkan: Fix reads and writes from storage texel buffers in shader debugging.$$$Vulkan: Fix display of texel buffers when VK_WHOLE_SIZE is specified as the size.$$$D3D: Fix a potential crash debugging shaders that use groupshared memory.$$$D3D: Fix a crash if a programmatic capture is triggered after presenting to and then deleting a swapchain.$$$D3D11: Handle unusual arrangement of mapping and unmapping buffers across frame boundaries.$$$D3D11: Fix state tracking for D3D11.1 offsetted constant buffer bindings.$$$D3D12: Fix reflection of 16-bit types in external shader interfaces.$$$D3D12: Fix pixel history over ExecuteIndirects that contain multiple draws.$$$D3D12: Fix internal command allocator not being reset leading to a leak or potentially a crash when shader debugging.$$$OpenGL: Fix separable patching in some cases where individual gl_PerVertex members are redeclared as individual globals.$$$OpenGL ES: Fix an error generated during context creation.
RenderDoc x64 Version 1.39.0
Release Date
6/27/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.39$$$This version contains a number of bugfixes as work continues on the foundations for future functionality.$$$$$$Python API changes$$$No breaking changes to the Python API.$$$$$$Features/Improvements$$$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$$$$$$Bugfixes$$$Windows: Fix problems caused by windows 11 hotpatch DLLs.$$$UI: Show an error if a working directory is specified but does not exist.$$$UI: Detect if an application with a reserved filename such as explorer is launched and show an error.$$$UI: Fix interpreting pointers to basic non-structure types.$$$UI: Fix a crash that could happen when making edits to shader debug locations.$$$Vulkan: Fix handling of acceleration structures in push descriptors.$$$Vulkan: Fix incorrect callstack being generated for inlined function calls.$$$Vulkan: Fix reading from BDA pointers to basic types in push constants not correctly respecting declared array strides.$$$Vulkan: Fix reads and writes from storage texel buffers in shader debugging.$$$Vulkan: Fix display of texel buffers when VK_WHOLE_SIZE is specified as the size.$$$D3D: Fix a potential crash debugging shaders that use groupshared memory.$$$D3D: Fix a crash if a programmatic capture is triggered after presenting to and then deleting a swapchain.$$$D3D11: Handle unusual arrangement of mapping and unmapping buffers across frame boundaries.$$$D3D11: Fix state tracking for D3D11.1 offsetted constant buffer bindings.$$$D3D12: Fix reflection of 16-bit types in external shader interfaces.$$$D3D12: Fix pixel history over ExecuteIndirects that contain multiple draws.$$$D3D12: Fix internal command allocator not being reset leading to a leak or potentially a crash when shader debugging.$$$OpenGL: Fix separable patching in some cases where individual gl_PerVertex members are redeclared as individual globals.$$$OpenGL ES: Fix an error generated during context creation.
RenderDoc x64 Version 1.38.0
Release Date
5/2/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.38$$$This version contains a number of new bugfixes and some usability improvements.$$$$$$Python API changes$$$No breaking changes to the Python API.$$$Features/Improvements$$$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 PIXs 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$$$Bugfixes$$$UI: Fixed Shader Debugger tooltips inconsistent behaviour for array variables .$$$UI: Ensure that copy-pasted strings in command line cant include newlines.$$$UI: Fix target control connections not being made successfully if remote server is using an alternate port.$$$D3D: Fix crash with out of bounds clamping behaviour when debugging SM5 shaders with loads/stores near the end of buffers.$$$D3D12: Fixed array variables being displayed as matrices when debugging SM6 shaders.$$$D3D12: Fix global array value loads retrieving the wrong values when debugging SM6 shaders.$$$D3D12: Fix initialiser values for mutable global variables not properly being set when debugging SM6 shaders.$$$D3D12: Fix some cases of debug data for complex types not being properly processed when debugging SM6 shaders.$$$D3D12: Fix shader debugging loads from UAVs created with UNKNOWN format when underlying resource format should be used when debugging SM6 shaders.$$$D3D12: Fix cases where source-level debugging would not properly be activated when source information is available in separated PDBs.$$$D3D12: Fix debugging pixel shaders failing when mesh shaders are in use.$$$D3D12: Fix extremely slow loading and debugging of SM5 shaders with arrays of structures in the debug data.$$$D3D12: Fix debug data being incorrect for array-of-struct variables in SM5 shaders.$$$D3D12: Fix calculation of derivatives after a discard when debugging SM6 shaders.$$$D3D12: Fix a crash when capturing application using sparse MSAA textures.$$$D3D12: Fix incorrect handling of resources with ALLOW_SIMULTANEOUS_ACCESS flag which are discarded.$$$D3D12: Improve handling of NULL initialisers when debugging SM6 shaders.$$$Vulkan: Fix dynamic storage buffers not properly reflecting dynamic offsets in pipeline state view.$$$Vulkan: Fix some situations where shader debugging would be wrong due to incorrect derivative readback.$$$Vulkan: Fix mesh output data being wrong when vertex attribute offset is larger than its stride.$$$Vulkan: Fix overlay usage when using EXT_shader_object.$$$Vulkan: Fix crash on Intel when running pixel history due to driver workaround.$$$Vulkan: Fix crash debugging pixel shader with 16-bit input.$$$Vulkan: Fix incorrect mesh data generated from vertex shader with 16-bi
RenderDoc x64 Version 1.38.0
Release Date
5/2/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
Version v1.38$$$This version contains a number of new bugfixes and some usability improvements.$$$$$$Python API changes$$$No breaking changes to the Python API.$$$Features/Improvements$$$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 PIXs 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$$$Bugfixes$$$UI: Fixed Shader Debugger tooltips inconsistent behaviour for array variables .$$$UI: Ensure that copy-pasted strings in command line cant include newlines.$$$UI: Fix target control connections not being made successfully if remote server is using an alternate port.$$$D3D: Fix crash with out of bounds clamping behaviour when debugging SM5 shaders with loads/stores near the end of buffers.$$$D3D12: Fixed array variables being displayed as matrices when debugging SM6 shaders.$$$D3D12: Fix global array value loads retrieving the wrong values when debugging SM6 shaders.$$$D3D12: Fix initialiser values for mutable global variables not properly being set when debugging SM6 shaders.$$$D3D12: Fix some cases of debug data for complex types not being properly processed when debugging SM6 shaders.$$$D3D12: Fix shader debugging loads from UAVs created with UNKNOWN format when underlying resource format should be used when debugging SM6 shaders.$$$D3D12: Fix cases where source-level debugging would not properly be activated when source information is available in separated PDBs.$$$D3D12: Fix debugging pixel shaders failing when mesh shaders are in use.$$$D3D12: Fix extremely slow loading and debugging of SM5 shaders with arrays of structures in the debug data.$$$D3D12: Fix debug data being incorrect for array-of-struct variables in SM5 shaders.$$$D3D12: Fix calculation of derivatives after a discard when debugging SM6 shaders.$$$D3D12: Fix a crash when capturing application using sparse MSAA textures.$$$D3D12: Fix incorrect handling of resources with ALLOW_SIMULTANEOUS_ACCESS flag which are discarded.$$$D3D12: Improve handling of NULL initialisers when debugging SM6 shaders.$$$Vulkan: Fix dynamic storage buffers not properly reflecting dynamic offsets in pipeline state view.$$$Vulkan: Fix some situations where shader debugging would be wrong due to incorrect derivative readback.$$$Vulkan: Fix mesh output data being wrong when vertex attribute offset is larger than its stride.$$$Vulkan: Fix overlay usage when using EXT_shader_object.$$$Vulkan: Fix crash on Intel when running pixel history due to driver workaround.$$$Vulkan: Fix crash debugging pixel shader with 16-bit input.$$$Vulkan: Fix incorrect mesh data generated from vertex shader with 16-bi
RenderDoc x64 Version 1.37.0
Release Date
3/2/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
This version contains primarily bugfixes after v1.36; but also includes some improvements and additional functionality support.$$$Python API changes$$$ReplayOutput.SetDimensions has been removed. This was only valid for headless windows; you should recreate the window directly.$$$Features/Improvements$$$UI: Python extension registration has more error checking and is more robust to syntax errors during register/unregister functions.$$$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$$$VK_KHR_ray_tracing_maintenance1$$$Bugfixes$$$All: Fix expansion of pre-processed shader debug source when #line directives are self-referential to a file.$$$All: Fix installer to hopefully work out of the box on windows 11 where vbscript has been disabled.$$$All: Fix remote-replay of integer textures which require a format-remap.$$$Linux: Fix a potential crash on startup accessing invalid memory.$$$Linux: Fix vkconfig not being correctly identified and warned about in some cases.$$$Linux: Fix failure to properly launch program if it contained r-xp in the binary path.$$$Linux: Fix a potential use-after-destroy with replay loop window.$$$UI: Fix the mesh viewer arcball/flycam controls getting out of sync when reloading captures.$$$UI: When exporting matrices in CSV; add quotes around the multiple lines.$$$GL: Add extra checking for MultiDraw functions to protect against crashes due to bad application data.$$$GLES: Fix an out of bounds write for non-standard ASTC dimensions.$$$D3D: Work around old fxc version bug with MSAA per-sample loads.$$$D3D: Prefer loading a new fxc version over an old fxc version; even if it means loading two into the same process.$$$D3D: Fix debugging of DXBC shaders in cases where the input signature is packed with multiple integer SV semantics such as SV_InstanceID and SV_PrimitiveID.$$$D3D11: Fix output targets being considered as used incorrectly and shown in pipeline state as if an error.$$$D3D12: Fix a case when debugging shaders where control flow was not identified correctly.$$$D3D12: Display the index-buffer strip cut value in the pipeline state view.$$$D3D12: Fix shader debugging when writing to UAVs on elements that go out of bounds on only some components.$$$D3D12: Fix a crash debugging a shader with an unbound SRV.$$$D3D12: Recalculate offsets for UAV structures manually to ignore incorrect offsets provided in DXIL reflection data.$$$D3D12: Fix shader debugging with shaders containing anonymous structs.$$$D3D12: Fix shader debugging with non-square temporary matrices.$$$D3D12: Fix tracking of sparse page tables not working in mip tails with wrapping binds.$$$D3D12: Fix a case where an empty d3d12sdklayers.dll would be attempted to be loaded if it wasnt available during capture.$$$D3D
RenderDoc x64 Version 1.37.0
Release Date
3/2/2025
Bug Fix?
Yes
Minor Release?
Yes
Patch Notes
This version contains primarily bugfixes after v1.36; but also includes some improvements and additional functionality support.$$$Python API changes$$$ReplayOutput.SetDimensions has been removed. This was only valid for headless windows; you should recreate the window directly.$$$Features/Improvements$$$UI: Python extension registration has more error checking and is more robust to syntax errors during register/unregister functions.$$$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$$$VK_KHR_ray_tracing_maintenance1$$$Bugfixes$$$All: Fix expansion of pre-processed shader debug source when #line directives are self-referential to a file.$$$All: Fix installer to hopefully work out of the box on windows 11 where vbscript has been disabled.$$$All: Fix remote-replay of integer textures which require a format-remap.$$$Linux: Fix a potential crash on startup accessing invalid memory.$$$Linux: Fix vkconfig not being correctly identified and warned about in some cases.$$$Linux: Fix failure to properly launch program if it contained r-xp in the binary path.$$$Linux: Fix a potential use-after-destroy with replay loop window.$$$UI: Fix the mesh viewer arcball/flycam controls getting out of sync when reloading captures.$$$UI: When exporting matrices in CSV; add quotes around the multiple lines.$$$GL: Add extra checking for MultiDraw functions to protect against crashes due to bad application data.$$$GLES: Fix an out of bounds write for non-standard ASTC dimensions.$$$D3D: Work around old fxc version bug with MSAA per-sample loads.$$$D3D: Prefer loading a new fxc version over an old fxc version; even if it means loading two into the same process.$$$D3D: Fix debugging of DXBC shaders in cases where the input signature is packed with multiple integer SV semantics such as SV_InstanceID and SV_PrimitiveID.$$$D3D11: Fix output targets being considered as used incorrectly and shown in pipeline state as if an error.$$$D3D12: Fix a case when debugging shaders where control flow was not identified correctly.$$$D3D12: Display the index-buffer strip cut value in the pipeline state view.$$$D3D12: Fix shader debugging when writing to UAVs on elements that go out of bounds on only some components.$$$D3D12: Fix a crash debugging a shader with an unbound SRV.$$$D3D12: Recalculate offsets for UAV structures manually to ignore incorrect offsets provided in DXIL reflection data.$$$D3D12: Fix shader debugging with shaders containing anonymous structs.$$$D3D12: Fix shader debugging with non-square temporary matrices.$$$D3D12: Fix tracking of sparse page tables not working in mip tails with wrapping binds.$$$D3D12: Fix a case where an empty d3d12sdklayers.dll would be attempted to be loaded if it wasnt available during capture.$$$D3D
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