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Releases: misyltoad/apitrace

D3D12 Alpha 4

15 Aug 20:33
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D3D12 Alpha 4 Pre-release
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  • Fixed multiple games and engines having problems related to memcpys for mappings being performed out of sync
    • Fixes Ghostrunner and other modern UE4 titles
    • Fixes RE: Village
  • Improved support for aliased resources

D3D12 Alpha 3

02 Jul 15:44
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D3D12 Alpha 3 Pre-release
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  • Moved to hooking the syscall thunks ZwWaitForSingleObject and ZwWaitForMultipleObjects instead of IATHooks of WaitForMultipleObjects, etc. (Fixes tracing newer Denuvo titles such as Resident Evil 8)
  • Added support for IDXGIFactory7 (Fixes Dirt 5)
  • Made EnumAdapterByGpuPreference and EnumAdapterByLuid portable
  • Force disabled ray tracing (we cannot expose this right nowas it needs VAs in buffers)
  • Minor debugging fixes and debug work
  • Minor memory aliasing fixes (incomplete)

Older traces made with the d3d12 alpha branches will not be compatible due to breaking changes.

D3D12 Alpha 2

16 Mar 11:14
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D3D12 Alpha 2 Pre-release
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Fixed VA handling in WriteBufferImmediate
Fixed NULL handling in IASetVertexBuffer
Implemented OpenExistingHeapFromAddress
Fixed a crash when a resource is mapped multiple times on replay

D3D12 Alpha 1

17 Nov 20:09
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D3D12 Alpha 1 Pre-release
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This is the initial alpha release of my work on D3D12 apitrace!

Notable working games include:

  • Horizon Zero Dawn
  • Assassin's Creed Valhalla
  • Control
  • Ghostrunner
  • Resident Evil 2
  • Delores

Known issues:

  • ImportExistingHeapFromAddress/File doesn't work
  • Raytracing doesn't work
  • D3D11On12 doesn't work

Please make sure to disable the Steam Overlay if trying to record a trace as it uses 11on12 and won't work.