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Baldur Karlsson
Patches for RenderDoc x64
Windows
3 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 1.39.0
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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