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TOPIC: Lack of contributers??

Lack of contributers?? 1 year 3 months ago #1

It's been almost a month since Reshade went open-source, and there are still only 3 contributers. Is this normal?
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Lack of contributers?? 1 year 3 months ago #2

  • crosire
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Yes. It's a complex project. You won't find people who have the time and will and experience to dig into the code that quickly (if at all).
Cheers, crosire =)
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Lack of contributers?? 1 year 3 months ago #3

  • moriz1
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crosire wrote:
Yes. It's a complex project. You won't find people who have the time and will and experience to dig into the code that quickly (if at all).

seriously.

speaking of such: is there a way to hook a debugger to the dll while a game is running? i haven't been able to find a way to do this. i've been resorting to reading the log output to determine the call stack.
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Lack of contributers?? 1 year 3 months ago #4

  • crosire
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Sure. Build the debug version of ReShade (so debug symbols are created) and copy + rename that one to the application you want to debug. Now just use the "Attach to process" option of VS' debugger and debugging works. Or edit the debugging properties of the project to launch that application directly and add a post-build event that copies the DLL automatically.
Cheers, crosire =)
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Lack of contributers?? 1 year 3 months ago #5

  • moriz1
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I can use "attach to process" on the application that I'm running, but VS can't seem to detect the reshade dll at all, since any breakpoints that I set are ignored.

I can't seem to do the second option (launching the target application automatically) at all.
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Lack of contributers?? 1 year 3 months ago #6

  • crosire
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Like I said, make sure you build the debug configuration and use that one (bin\...\Debug), so that VS can find the PDB file it created.
Cheers, crosire =)
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Lack of contributers?? 11 months 14 hours ago #7

When I try to use the debug build as dxgi.dll, I end up with ReShade trying to call a function using a null pointer
reshade::hooks::call(&D3D11CreateDeviceAndSwapChain)
returns 0x0000

it doesn't look like this happens with the release build, because it loads

any ideas?
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Lack of contributers?? 11 months 12 hours ago #8

For posterity -- it looks like it was because the d3d device was being started with DEBUG flags -- commenting out line 26 in d3d11.cpp (Flags |= D3D11_CREATE_DEVICE_DEBUG;) seemed to do the trick.

I suspect this has to do with d3d install more than anything.
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