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  1. PORequirements for target application for Visual Studio 11's Graphics Debugger
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    <p>I was super happy when the "Graphics Debugger" feature was announced for Visual Studio 11, I immediately attempted to get it working on various projects I had, unfortunately I've only managed to get it working for Windows 8 Metro applications! Specifically the C++ Metro project templates run and capture all expected information correctly.</p> <p>With Developer Preview versions of Visual Studio, and on Windows 7, any attempt to launch applications under the Graphics Debugger (Alt-F5) crash on D3D11CreateDeviceAndSwapChain(), even if they work fine. On my Visual Studio 11 Beta on Windows 8 Consumer Preview machine at work, I get a bit further, the Graphics Debugger HUD displays correctly, but any attempt at getting a capture (Print Screen in the app, or the toolbar button) simply results in a message (in the Output log and a yellow bar at the top of the opened .vsglog):</p> <blockquote> <p>The Graphics Diagnostics engine couldn't provide the results, most likely because the vsglog is making DirectX calls not supported on this machine.</p> </blockquote> <p>This is even the case with directly porting the Direct3D calls from the Metro template applications! I don't see any messaging from the MSDN documentation that this feature is only intended for Metro, so I expect I'm simply doing something stupid, but the applications work correctly when not under the Graphics Debugger.</p> <p>Other information: D3D11_CREATE_DEVICE_DEBUG is set, with the DirectX control panel enabling Direct3D debugging, and I'm getting expected Create/Destroy informational messages and no other in Output.</p>
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