Comments (1)
No if you're using a D3D device that doesn't have present boundaries to automatically determine where the captured region is then you should use the in-application API to start and stop the capture at the appropriate times yourself. Unlike vulkan in the referenced issue in theory this should work (it's more akin to multiple vulkan instances which should in theory work).
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Related Issues (20)
- Nothing is recorded when (Vulkan) application never presents frames HOT 5
- Add support for Streamline or add EAT hooking HOT 2
- Vulkan application crash during `vkEnumeratePhysicalDeviceGroups` capture
- Validation error when using custom VkAllocationCallbacks HOT 1
- SPIRV shader debugger: `OpDebugValue` does not update the value of an vector element. HOT 2
- [Android] "Error connecting to debugger" on OPPO A74 HOT 8
- Application won't detect proper DPI scaling HOT 9
- Support the extension VK_QCOM_multiview_per_view_viewports HOT 5
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- Seg fault in python API function renderdoc.ExecuteAndInject HOT 2
- Android - Can't attach to application HOT 2
- Resource Usages context menu and panel doesn't show resources accessed via ResourceDescriptorHeap indexing (bindless) HOT 1
- OpenGL: Wrong zoom level with texture generated via glTextureView() HOT 1
- RenderDoc is unable to connect and debug on Samsung S23 Ultra HOT 22
- Smoothly capture several sequential frame HOT 1
- [Vulkan] Pipeline state only shows one declaration per aliased binding HOT 2
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