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Using D3D11 GFXReconstruct
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
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