Comments (1)
This is something far better suited for you to determine in your application and your editor/data source/etc. It may be possible to determine this from RenderDoc if you know what details to look up but it is far better to do such analysis on the source data not what is sent to the graphics API.
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Related Issues (20)
- Latest update to Android's 'Play Protect' prevents RenderDocCmd app to install HOT 7
- Unable to capture frames for opengl applications on linux mint HOT 2
- Can't capture on Linux, SDL2, bgfx-OpenGL HOT 2
- Can't build renderdoc (-Werror=cast-user-defined) HOT 1
- Crash on resetting command list in WrappedID3D12Device::GetNewList when calling swap chain's present. HOT 4
- Vulkan: Naming broken for command buffers HOT 2
- Debug a PS pixel when no RT output but UAV writes
- std430 layout for uniform in Vulkan displays as std140 HOT 7
- Render Overlay Quad Overdraw is Broken when using Vulkan Multiview HOT 4
- Vulkan HLSL with source edit issue HOT 2
- Adding support for vulkan decode extensions HOT 3
- Error replay hardware incompatible encountered when trying to run a capture HOT 1
- Unreal's ASTC compression can cause RenderDoc to report a large number of asserts. HOT 18
- The capture prompt from RenderDoc is persistently displayed in the upper left corner of the UE editor and cannot be removed. HOT 3
- Log D3D12RHI: Online Heap RollOver Detected. Increase the heap size to prevent creation of additional heaps HOT 1
- D3D12 - RenderDoc make texture artifacts HOT 2
- Cannot capture contents in a wayland window HOT 1
- Cannot open rdc capture in renderdoc app HOT 5
- Exception access violation when initializing Vulkan with RenderDoc layer in v1.31+ HOT 4
- API: None with dlopen HOT 3
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