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Using D3D11 GFXReconstruct
The PR in question: https://github.com/LunarG/gfxreconstruct/pull/1267
Issue about getting support merged: https://github.com/LunarG/gfxreconstruct/issues/1393
Sadly D3D11 support isn't merged yet and the original CI build expired.
So here is a backup from the PR via a CI built release.
The dlls of interest for capturing D3D11 are inside the d3d12_capture
folder of the corresponding zip archive.
- 64 Bit:
gfxreconstruct-v-d3d11-windows-x64-msvc.zip
- 32 Bit:
gfxreconstruct-v-d3d11-windows-x86-msvc.zip
https://github.com/Riesi/gfxreconstruct/releases/tag/v-d3d11
Determine if the app is 32 or 64Bit and set the dll overrides (d3d11
, d3d12
, dxgi
) as shown in:
https://github.com/doitsujin/dxvk/wiki/Using-Apitrace#on-linux
Put the following files for the correct architecture next to the game exe:
d3d11.dll
d3d12.dll
d3d12_capture.dll
dxgi.dll
Then you are ready to go! Start the game and reporduce the error you want to capture:
wine /path/to/executable/program.exe
The capture file should be next to the game exe.
The following link provides info on how to replay your capture and it has documentation on some capture features:
https://github.com/LunarG/gfxreconstruct/blob/dev/USAGE_desktop_D3D12.md#replaying-api-calls