Releases: misyltoad/apitrace
Releases · misyltoad/apitrace
D3D12 Alpha 4
- 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
- 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
andEnumAdapterByLuid
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
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
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