José Fonseca
José Fonseca
> I'm just copying dxgi and d3d11 apitrace dlls near game's executable. Hmm, I wouldn't expect this approach to ever work. But indeed this is what's recommended on https://github.com/doitsujin/dxvk/wiki/Using-Apitrace#on-linux Please...
Also note that https://github.com/doitsujin/dxvk/wiki/Using-Apitrace#on-linux also states: > * Before the next step, make sure you disable or get rid of DXVK files first, as it's preferred that you use WineD3D...
So Intel driver is aborting [here](https://gitlab.freedesktop.org/mesa/mesa/-/blob/aa4ac5ff8bb8932c451c515fb9359bdecc9047f7/src/gallium/drivers/iris/iris_batch.c#L1120). Per the comments [here](https://gitlab.freedesktop.org/mesa/mesa/-/blob/aa4ac5ff8bb8932c451c515fb9359bdecc9047f7/src/gallium/drivers/iris/iris_batch.c#L1063-1074), it seems the GPU is hanging. It's hard to imagine why using apitrace would cause this. The only smoking gun...
Not sure if it's the cause here, but indeed apitrace should be improved so that instead of filtering out all binary formats, it should filter out vendor specific formats, and...
This issue is that the application is binding the same GL context/drawable to multiple threads (the thread is the `@NN` number ): ``` [...] 175 @1 CGLSetCurrentContext(ctx = 0x11d0e1c00) =...
FWIW, if one trims one some calls, one can play ``` $apitrace trim --calls=0-175,181-999999999 -o openmw-trimmed.trace openmw.trace $glretrace openmw.trace ``` But unfortunately it doesn't seem to draw anything. I think...
Yep, tracing on recent macOS is completely broken. :disappointed: The trick that apitrace used of symlink `/System/Library/Frameworks/OpenGL.framework/OpenGL` in order to get the true OpenGL framework no longer works because `/System/Library/Frameworks/OpenGL.framework/OpenGL`...
Help with macOS would definitely be appreciated! The changes in https://github.com/apitrace/apitrace/compare/master...dyld-interpose are few, but unfortunately it breaks: - retrace on macOS - trace on all other OSes So getting `dyld-interpose`...
Ah.... perhaps the `!retrace::dumpingState` condition should be replaced with not dumping state and not replacing? Or perhaps shader replacing should ensure all shader sources are deleted before adding (at least...
> @jrfonseca do you have any idea who would be good to review D3D11? @fooishbar , I'm familiar with the D3D11 API, so I can and will comment from that...