GFXRECON-REPLAY(1)
π NAME π
okay so bestie, gather round β gfxrecon-replay is the Unix manual page for gfxrecon-replay, and what it does is literally this: it's a tool to replay GFXReconstruct capture files. that's it, that's the whole job. iconic behavior honestly π
β¨ DESCRIPTION β¨
gfxrecon-replay β a tool to replay GFXReconstruct capture files. yes we're saying it twice, it's that important π«Ά
πΈ Usage πΈ
gfxrecon-replay
[-h | --help] [--version] [--gpu <index>] [--pause-frame <N>]
[--paused] [--sync] [--screenshot-all] [--screenshots
<N1(-N2),...>] [--screenshot-format <format>] [--screenshot-dir
<dir>] [--screenshot-prefix <file-prefix>] [--sfa |
--skip-failed-allocations] [--replace-shaders <dir>] [--opcd |
--omit-pipeline-cache-data] [--wsi <platform>] [--surface-index
<N>] [--remove-unsupported] [-m <mode> | --memory-translation
<mode>] <file>
π Required arguments π
<file>β the path to the capture file you're replaying. you literally cannot skip this one bestie, it's the whole point π
π¦ Optional arguments π¦
-hβ print the usage info and dip out (same thing as--help).--versionβ print the version info and exit. short and sweet.--gpu <index>β use the specified device for replay, where index is the zero-based index into the array of physical devices thatvkEnumeratePhysicalDeviceshands back. β οΈ heads up: replay may fail if the device you picked isn't compatible with the original capture devices. choose wisely bestie.--pause-frame <N>β pause after replaying frame number N.--pausedβ pause after replaying the first frame (same as--pause-frame 1).--screenshot-allβ generate screenshots for all the frames. and when you turn this on,--screenshotsjust gets ignored, no hard feelings π--screenshots <N1[-N2][,...]>β generate screenshots for specific frames. you give target frames as a comma separated list of frame ranges. a range can be a single value (one single frame) or two hyphenated values (first and last frames to process). ranges should be in ascending order and they cannot overlap. also frame numbering is 1-based, so the first frame is frame1. example:200,301-305gets you six screenshots. math girlies rise π--screenshot-format <format>β the image file format for screenshot generation. available formats are:bmpβ Bitmap file format. this is the default format.
--screenshot-dir <dir>β directory to write screenshots into. default is the current working directory.--screenshot-prefix <file-prefix>β prefix to slap onto the screenshot file name. default is"screenshot", which gives you file names like"screenshot_frame8049.bmp". cute.--sfaβ skipvkAllocateMemory,vkAllocateCommandBuffers, andvkAllocateDescriptorSetscalls that failed during capture (same as--skip-failed-allocations).--replace-shaders <dir>β replace the shader code in eachCreateShaderModulewith the contents of the file<dir>/sh<handle_id>if it's found, where<handle_id>is the handle id of theCreateShaderModulecall. seegfxrecon-extract.--opcdβ omit pipeline cache data from calls tovkCreatePipelineCacheand skip calls tovkGetPipelineCacheData(same as--omit-pipeline-cache-data).--wsi <platform>β force replay to use the specified wsi platform. available platforms are:auto,xlib,xcb,wayland.--surface-index <N>β restrict rendering to the *N*th surface object created. used with captures that include multiple surfaces. default is-1(which means render to all surfaces).--syncβ synchronize after each queue submission withvkQueueWaitIdle. very demure, very mindful, very synchronous β¨--remove-unsupportedβ remove unsupported extensions and features from instance and device creation parameters.-m <mode>β enable memory translation so you can replay on GPUs with memory types that aren't compatible with the capture GPU's memory types. available modes are:noneβ no memory translation is performed. this is the default behavior.remapβ attempt to map capture memory types to compatible replay memory types, without altering memory allocation behavior.realignβ adjust memory allocation sizes and resource binding offsets based on replay memory properties.rebindβ change memory allocation behavior based on resource usage and replay memory properties. resources may be bound to different allocations with different offsets. uses VMA to manage allocations and suballocations.
π little version moment, no cap: GFXReconstruct Version 0.9.4-unknown (unknown-build-source) and Vulkan Header Version 1.2.162. that's the whole vibe check right there.
π SEE ALSO π
the full documentation for gfxrecon-replay lives as a Texinfo manual. if the info and gfxrecon-replay programs are properly installed at your site, this command:
info gfxrecon-replay
should give you access to the complete manual. go get that lore bestie π§
gfxrecon-replay version info: June 2021 β GFXRECON-REPLAY(1) π that's a wrap, mwah, bye bestie ππΈ
π¦ where this page comes from
- debian bookworm: gfxreconstruct 0.9.18+dfsg-1 Β· MIT
- ubuntu noble: gfxreconstruct 1.0.2+dfsg-1 Β· MIT
- ubuntu questing: gfxreconstruct 1.0.4+dfsg-1
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms