Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

Project Components

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.

Contributing

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

Building

Instructions for building the contents of this repository can be found in the BUILD.md documentation.

Usage

Instructions for using the GFXReconstruct capture and replay tools can be found at the following locations:

License

This work is licensed under the terms of the MIT License; see LICENSE for more information.

Appropriate Use

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.

About

Graphics API Capture and Replay Tools for Reconstructing Graphics Application Behavior

Resources

Contributing

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages