What is RenderDoC? What are the specific features?

If you are a graphics developer, you are likely to have encountered RenderDoC in a project. It is a graphical debugger that has helped many developers save a lot of time. Now, RenderDoC is supported on PowerVR. And also supports the PVRTC compression format.

What is RenderDoC?

RenderDoc is an open source graphics debugger based on frame capture. It complies with the MIT protocol and covers a range of graphics APIs and development platforms: Vulkan, D3D11, D3D12, OpenGL, OpenGL ES, and Windows 7/10, Linux and Android. system.

RenderDoc was originally an amateur project that only supports Windows and D3D11. For game developers, RenderDoc is a reliable debugger that focuses on real-world application cases, intuitive workflows, and constantly meets developer requirements. . Over time, it has gradually expanded to support more APIs and platforms, and the author of the software is currently contracting with Valve Software to develop the project full time.

The latest version of V1.0 adds a lot of new features, and thanks to the help provided by Samsung and Google, the Android platform also supports OpenGL ES and Vulkan.

RenderDoc's operation is very similar to PVRTrace, which captures every frame of data for debugging, PVRTrace is suitable for debugging multi-frame data, and RenderDoc is ideal for checking the details of each frame. Therefore, these tools are undoubtedly complementary when used.

Texture Viewer Options: In this view you can view all input and output textures as well as PVRTC. Overlays are now available to support all mip layers, texture shards, and surfaces.

What are the specific features?

RenderDoc includes a lot of useful features, especially when it comes to analyzing graphics applications.

Flexible texture viewer with views of different visible ranges, channels, and sub-resources. It also supports complex custom shaders for visual texture wrapping or decoding.

The Grid Viewer shows the input and output of the vertex stream, and the visualization options are used to find the vertex resources to be selected for inspection.

An organized pipeline state view that monitors different types of resources.

Shader editing, you can replace different shading to see the impact on the data frame.

Uniform Resource Viewer, link resources to the UI, and view the API calls involved.

Run debugging features, such as bookmarks, resource renaming, so that project cases can be automatically saved, and annotations can be used to locate specific problems.

Debug different layers for rendering objects, which can show which pixels pass or fail, such as depth, template, or backside cancellation, so that you can quickly diagnose the problem.

Export cache, grid and texture data to a file, which can be further checked with external tools.

Deep Python scripts provide access to all of the data provided on the UI, controlling the entire analysis process.

Detailed documentation on RenderDoC can be found in the application documentation.

Imagination Technology and RenderDoc

As mentioned above, PVRTC is the actual format on PowerVR and iOS devices, and now RenderDoc is also starting to support this format.

PVRTC has been supported by game engines such as Unreal 4, Unity, CryEngine and Lumberyard. Imagination has partnered with developers of RenderDoc to add Vulkan's support for PVRTC textures, select PowerVR devices to test RenderDoc, and ensure a reliable experience. Some of the devices used for testing include:

• Meizu Pro 7 Plus • Acer Iconia One 10 B3-A40 • Acer Chromebook R13

You can check out our website for more information about our platform.

Pipeline Viewing Options: You can see all the resources that are bound to the graphics application

PVRTC

PVRTC is a proprietary texture compression scheme for the PowerVR family that provides 4 or 2 bits of color data compression per pixel (4/2bpp). It uses interpolation and modulation schemes to compress texture data, which is encoded into two low-resolution images, as well as full-resolution, low-bit-precision modulated signals. More information on this compression technique can be found in the white paper "Texture Compression Using Low Frequency Signal Modulation."

Currently, PVRTC has been divided into two generations. Both PVRTC1 and PVRTC2 support 4bpp and 2bpp compression ratios. They are generally similar, but PVRTC2 has other advantages:

• Image quality: In general, PVRTC2 will provide better image quality than PVRTC1. In images with large areas of color discontinuity, texture processing techniques such as border expansion are not required, and image quality will be significantly improved. Image borders in the skybox are no longer needed, and non-patch textures are greatly improved. This is mainly due to the addition of specialized modes to handle high contrast areas between texture parts.

• No second power limit dimension: PVRTC2 provides developers with an NPOT (no second power limit) texture of any size, which is a texture with no dimensions and does not need to be limited to the second power range.

• Sub-texturing: Unlike PVRTC1, sub-texturing is only supported in PVRTC2, providing data word boundaries (for 4x4 or 8x4 for PVRTC2 4bpp or 2bpp, respectively). This will further support techniques such as texture mapping for applications, and it should be noted that this requires the hard conversion flag mode to be initiated in each part of the texture to be replaced.

PVRTC supports opaque (RGB) and translucent (RGBA) textures in the same data memory (unlike other formats such as S3TC that require additional data to support a full alpha channel). PVRTC's competitive compression ratio (4bpp or 2bpp) also provides very high image quality, which represents a memory-to-memory ratio of 8:1 or 16:1 compared to uncompressed 32-bit pixel texture. Alpha channel data is encoded on a per-data basis, so the completely opaque texture portion does not require unnecessary encoding of the alpha channel information.

In PVRTC, the data range can reach 64-bit words, each of which includes a low-resolution image and one of the 4x4 or 8x4 modulated data. Unlike traditional block-based formats, PVRTC uses adjacent data words to reconstruct the original image, while the former uses the content of a single block to reconstruct the texels on the texture, so compared to block-based compression techniques, this Will bring considerable visual enhancement.

Imagination's PVRTex tool can be used to generate PVRTC texture data from source images in most formats.

If you want to learn more about RenderDoc, you can contact us at the Imagination PowerVR internal dedicated forum to develop a technical support team. You can also follow us on Twitter@Imagination Tech and @PowerVRInsider, as well as LinkedIn, Facebook and Google+.

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