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Using D3D11 GFXReconstruct

Robin Kertels edited this page Apr 27, 2024 · 3 revisions

Get GFXReconstruct with D3D11 support

Sadly D3D11 support isn't merged yet and CI (build expired) only builds 64Bit versions.

The PR in question: https://github.com/LunarG/gfxreconstruct/pull/1267

Issue about getting support merged: https://github.com/LunarG/gfxreconstruct/issues/1393

So here is a backup from the CI build. The dlls of interest for capturing D3D11 are inside the d3d12_capture folder.

64 Bit: https://drive.google.com/file/d/1VFKAuebYzoIHfgR_WGR3MnC-_cfY51s8/view?usp=sharing

Here also a 32Bit build that I did from the PR. Path to the capture DLLs:

  • build/layer/d3d11/Release/d3d11.dll
  • build/layer/d3d12/Release/d3d12.dll
  • build/layer/d3d12_capture/Release/d3d12_capture.dll
  • build/layer/dxgi/Release/dxgi.dll

32 Bit: https://drive.google.com/file/d/1xb5Ci1wNAxu9AOxXhEj93m3Jm7h7s5Px/view?usp=sharing

How to capture

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.

How to replay and more capture info

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

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