Lack of contributers??
- NoMansReshade
- Topic Author
Less
More
It's been almost a month since Reshade went open-source, and there are still only 3 contributers. Is this normal?
Please Log in or Create an account to join the conversation.
- crosire
Less
More
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).
Please Log in or Create an account to join the conversation.
- moriz1
Less
More
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.
Please Log in or Create an account to join the conversation.
- crosire
Less
More
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.
Please Log in or Create an account to join the conversation.
- moriz1
Less
More
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.
I can't seem to do the second option (launching the target application automatically) at all.
Please Log in or Create an account to join the conversation.
- crosire
Less
More
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.
Please Log in or Create an account to join the conversation.
- rpottorff
Less
More
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?
reshade::hooks::call(&D3D11CreateDeviceAndSwapChain)
returns 0x0000
it doesn't look like this happens with the release build, because it loads
any ideas?
Please Log in or Create an account to join the conversation.
- rpottorff
Less
More
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.
I suspect this has to do with d3d install more than anything.
Please Log in or Create an account to join the conversation.