The GFXReconstruct project provides tools for the capture and replay of graphics API calls, allowing the graphics commands executed by an application to be recorded to a file that may later be replayed to reconstruct the graphics-specific behavior of the captured application. The replay code has been organized with a framework design to make it easy to create additional tools for processing capture files.
The GFXReconstruct components currently provided with this repository are:
- The
VK_LAYER_LUNARG_gfxreconstruct
Vulkan layer for capturing Vulkan application commands. - The D3D12 capture libraries for capturing D3D12 application commands.
- The
gfxrecon-replay
tool to replay GFXReconstruct capture files. - The
gfxrecon-info
tool to print information describing GFXReconstruct capture files. - The
gfxrecon-compress
tool to compress/decompress GFXReconstruct capture files.- NOTE: The gfxrecon-compress tool requires LZ4, Zstandard, and/or zlib, which are currently optional build dependencies.
- The
gfxrecon-extract
tool to extract SPIR-V binaries from GFXReconstruct capture files. - The
gfxrecon-convert
tool to convert GFXReconstruct capture files to a JSON Lines listing of API calls. (experimental for D3D12 captures) - The
gfxrecon-optimize
tool to produce new capture files with improved replay performance.
OpenXR support in GFXReconstruct is experimental and is recommended only for developer use for evaluation! Only a subset of features and a very small number of apps are supported. See USAGE_desktop_OpenXR and the "Supported Capabilities" table below for more detail.
If you intend to contribute, the preferred work flow is for you to develop your contribution in a fork of this repo in your GitHub account and then submit a pull request. Please see the CONTRIBUTING file in this repository for more details
Capability | Windows | Linux | Mac | Android | Meta Quest |
---|---|---|---|---|---|
Vulkan Support | |||||
Capture | ✅ | ✅ | ✅ | ✅ | 🚧 |
Replay | ✅ | ✅ | ✅ | ✅ | 🚧 |
gfxrecon-compress | ✅ | ✅ | ✅ | 🔶 | 🔶 |
gfxrecon-convert | ✅ | ✅ | ✅ | 🔶 | 🔶 |
gfxrecon-info | ✅ | ✅ | ✅ | 🔶 | 🔶 |
gfxrecon-optimize | ✅ | ✅ | ✅ | 🔶 | ❌ |
gfxrecon-tocpp | ❌ | 🚧 | ❌ | 🚧 | ❌ |
D3D12 Support | |||||
Capture | ✅ | ❌ | ❌ | ❌ | ❌ |
Replay | ✅ | ❌ | ❌ | ❌ | ❌ |
gfxrecon-compress | ✅ | ❌ | ❌ | ❌ | ❌ |
gfxrecon-convert | ✅ | ❌ | ❌ | ❌ | ❌ |
gfxrecon-info | ✅ | ❌ | ❌ | ❌ | ❌ |
gfxrecon-optimize | ✅ | ❌ | ❌ | ❌ | ❌ |
OpenXR (Vulkan Graphics API only) | |||||
Capture | 🚧 | 🚧 | ❌ | 🚧 | 🚧 |
Replay | 🚧 | 🚧 | ❌ | 🚧 | 🚧 |
gfxrecon-compress | 🚧 | 🚧 | ❌ | 🔶 | 🔶 |
gfxrecon-convert | 🚧 | 🚧 | ❌ | 🔶 | 🔶 |
gfxrecon-info | 🚧 | 🚧 | ❌ | 🔶 | 🔶 |
gfxrecon-optimize | ❌ | ❌ | ❌ | ❌ | ❌ |
gfxrecon-tocpp | ❌ | ❌ | ❌ | ❌ | ❌ |
Legend
- ✅ : Supported
- ❌ : Not Suported
- 🔶 : Not supported on Android/Meta Quest, but Desktop tools support modifying the resulting captures
- 🚧 : Early Preview / Alpha / Beta
The table above only represents replay on the same platform and driver version on which the file was captured.
It is possible in some circumstances to replay on one operating system a trace that was captured on another operating system. However this is not currently supported unless specified.
For example, a Windows capture may replay on Linux, and vice versa, if:
- Certain settings are forced in the replay application
- Overriding the windowing system used
- Disabling unknown extensions
- Rebinding memory
- Compability libraries are enabled to expose operating system behavior
- Such as Wine.
Instructions for building the contents of this repository can be found in the BUILD.md documentation.
Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:
In addition to unit tests, there are several test apps included that can be used to verify GFXReconstruct output. These test apps execute small graphics workloads which result in small, known .gfxr outputs.
This work is licensed under the terms of the MIT License; see LICENSE for more information.
GFXReconstruct is a suite of tools intended for the purpose of improving application and platform quality by allowing the analysis of capture and replay of graphics command streams. Use cases include, for example, regression testing, silicon and platform bringup, and reporting bugs. Using GFXReconstruct to extract assets from an application or game for which you don’t have an appropriate license may violate copyrights or software licenses.