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Frame analyzer without swapchain

Started by April 04, 2018 03:07 PM
4 comments, last by Valdiralita 6 years, 10 months ago

Hey everyone,

ive used tools like Intel GPA in the past and I would like to continue doing that.
But in my current work environment I cant find a tool that can analyze rendering without a swapchain and calling Present().
In addition to that, the program Im working on uses WPF for UI, which uses a D3D9Ex Device and some tools attach to that device instead.
So, are there any tools that allow debugging D3D11 without depending on a swapchain?

Thanks for any help!

 

I think RenderDoc can do it, but you'll need to call its API to tell it where the capture should start and end.

See the discussion on: https://github.com/baldurk/renderdoc/issues/817

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Thanks for the suggestion, it definitely looks like the right tool for capturing offscreen rendering. Unfortunately, RederDoc crashes even before my app shows up, produces a 4GB logfile and fails to send the crash report... :(

I didn't have any problems capturing D3D11 rendering commands in our command-line rendering tools (no swap-chain) with RenderDoc API. RenderDoc itself was v0.91, since then there's a newer one, haven't tried since.

The link by Adam_42 contains a link to https://renderdoc.org/docs/in_application_api.html, with all the code you need to add.

Does your version capture normal games for you?

I was querying a ID3D11Debug for ID3D11InfoQueue, this crashed the application because RenderDoc didnt support this. This will be fixed in future RenderDoc versions.

Querying the ID3D11Device directly to get the ID3D11InfoQueue seems to work as expected.

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