We actually enhance the debug functions of our DX3D11 inhouse render engine. That includes the integration of aftermath.
Therefore I’ve tried to adapt the (Dx12)sample you’ve published on Github for our DX11 environment.
To test it, I reproduced an existing not solved “DXGI_ERROR_DEVICE_REMOVED error” of our engine but in ~50 trials only one time the AM triggers the callback to write a Crashdump.
Our application raises ~20 threads. Can it be that the Aftermath thread doesn’t get the correct prio before exiting the application ( The sample is doing a Sleep(3000) before exit(-1) is called ).
Is it possible to force Aftermath to write the crashdump ( when D3D raises the DXGI_ERROR_DEVICE_REMOVED event )
Any thoughts about it? Thx in advance.