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Update documentation for v1.10 release
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NOTICES.txt

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SOFTWARE.
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Qt v5.12.6 (LGPL v3)
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Qt v6.7.0 (LGPL v3)
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GNU LESSER GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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RELEASE_NOTES.txt

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Radeon™ Memory Visualizer V1.9 04/24/2024
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-----------------------------------------
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Radeon™ Memory Visualizer V1.10 07/01/2024
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------------------------------------------
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V1.9 Changes
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V1.10 Changes
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------------------------------------
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1) Improved resource list sorting.
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2) Implicit resource detection for heap resources.
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3) Conversion of heaps to resource buffers disabled if implicit heap detection is available.
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4) Improved "Filter by size" sliders shown with min and max values.
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5) Named virtual allocations.
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6) The default timeline has been changed to "Virtual memory heap" and the "Committed memory" timeline view has been removed.
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7) Bug/stability fixes.
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1) Updated to use Qt 6.7.0.
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2) Show/hide usage types on the Resource usage size and Resource usage count timeline views.
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3) Bug/stability fixes.
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Known Issues
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Release Notes History
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------------------------------------
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V1.9 Changes
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------------------------------------
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1) Improved resource list sorting.
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2) Implicit resource detection for heap resources.
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3) Conversion of heaps to resource buffers disabled if implicit heap detection is available.
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4) Improved "Filter by size" sliders shown with min and max values.
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5) Named virtual allocations.
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6) The default timeline has been changed to "Virtual memory heap" and the "Committed memory" timeline view has been removed.
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7) Bug/stability fixes.
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V1.8 Changes
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1) The Resource usage size timeline calculations take resource aliasing into account.

documentation/source/allocation_explorer.rst

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documentation/source/allocation_overview.rst

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documentation/source/capture.rst

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documentation/source/carousel.rst

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Compare windows
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===============
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These panes allow the user to compare snapshots to see how allocations and
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resources have changed over time.
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Snapshot delta
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--------------
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The snapshot delta gives a high level overview of the differences between two
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snapshots. It shows the difference in the number of allocations and resources
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for each heap type.
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The carousel works in a similar way to the carousel in the **Resource list** pane
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but now shows the differences between the 2 snapshots, indicating such things as
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whether memory consumption has gone up or down.
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The "**Switch snapshots**" button in the top right corner under the settings
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tab can be used to switch the snapshots.
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.. image:: media/compare/snapshot_delta_1.png
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Memory leak finder
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------------------
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This pane shows the list of resources from both snapshots and allows them to be
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filtered depending on whether they are unique to one snapshot or present in
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both. This filtering can be achieved using the 3 checkboxes at the top. For example,
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just selecting the middle checkbox will show resources common to both snapshots.
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Underneath each checkbox is a summary of the number of resources that the checkbox
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represents and the total amount of memory used for that checkbox. For example, the
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left-most checkbox will show resources that are only present in the first snapshot.
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As with the other panes, search strings and the "**Filter by size**" slider can be
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used to narrow down the list of resources.
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Double-clicking on a resource will navigate to the **Resource details** pane and
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allow the snapshot to be viewed in the SNAPSHOT tab. If a resource is common to
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both snapshots, the base snapshot will be used.
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.. image:: media/compare/memory_leak_finder_1.png
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Vulkan resource naming
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----------------------
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Pipelines, images and buffers can be given unique names and these names will
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show up in the RMV UI. The Vulkan extension VK_EXT_debug_utils can be used for this.
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For more information, see the document:
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https://www.lunarg.com/wp-content/uploads/2018/05/Vulkan-Debug-Utils_05_18_v1.pdf
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specifically the section "Naming Objects"
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DirectX 12 resource naming
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--------------------------
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Memory traces for DirectX applications captured with the Radeon Developer Panel
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can include unique names for resources like heaps, buffers and textures. Names can be assigned to
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DirectX resources using the ``ID3D12Object::SetName()`` method.
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For more information, please review the Microsoft DirectX 12 documentation.
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Calling the ``SetName()``
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method results in ETW (Event Tracing for Windows) events being emitted and picked
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up by the Panel. This resource naming information is then included in the RMV trace
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file.
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Due to the asynchronous nature of the event tracing, memory events that happen a short time before the process exit
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may show up incorrectly in RMV in terms of naming, as well as
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marking and filtering out implicit heaps (created for committed resources)
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and implicit buffers (that D3D12 runtime creates automatically for every explicitly created heap).
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To overcome this problem, it is recommended to introduce a delay of few seconds
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between memory events of interest and the process exit.
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Viewing resource names
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----------------------
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The resource names will show up in the RMV UI in the resource list pane, for example:
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.. image:: media/vk_resource_naming_1.png

documentation/source/conf.py

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# built documents.
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#
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# The short X.Y version.
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version = u'1.9.0'
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version = u'1.10.0'
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# The full version, including alpha/beta/rc tags.
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release = u'1.9.0'
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release = u'1.10.0'
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# The language for content autogenerated by Sphinx. Refer to documentation
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# for a list of supported languages.

documentation/source/heap_overview.rst

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