From b13989f11e7237a55a7b3013dbf769691ba45d61 Mon Sep 17 00:00:00 2001 From: jcm Date: Sat, 16 Mar 2024 11:13:15 -0500 Subject: [PATCH] --- Developer-Guides/Metal-Frame-Capture.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Developer-Guides/Metal-Frame-Capture.md b/Developer-Guides/Metal-Frame-Capture.md index f853caf..d0f6142 100644 --- a/Developer-Guides/Metal-Frame-Capture.md +++ b/Developer-Guides/Metal-Frame-Capture.md @@ -30,7 +30,7 @@ With debug MoltenVK in hand, replace the `libMoltenVK.dylib` binary in the `src/ ### Miscellany -You should now be able to produce frame captures stably within Xcode of Ryujinx titles. A couple of other notes: +You should now be able to produce frame captures stably within Xcode of Ryujinx titles. To save a capture as a shareable file, use the Export button in the Summary tab. A couple of other notes: * You will need to tell lldb to ignore `SIGUSR1`; for whatever reason, this pops up everywhere once guest code is loaded. To do so within your current lldb debugger session, just enter ```pro hand -p true -s false SIGUSR1```. * We did not enter any of the usual "secret sauce" for enabling capture, like adding `Metal Capture Enabled = YES` to the Info.plist file or `MTL_CAPTURE_ENABLE=1` to our environment variables. In my testing, none of these variables actually exposed the option for frame capture in Xcode. Rather, the important determinant in the option being enabled was what we did in Step 9. If you better integrate Ryujinx's build scripts, these other options might come into play more. * The usual caveats for Ryujinx debugging apply. Mainly, if we aren't using the Hypervisor, we need to use the Software memory mode, or else hit segfaults nearly instantly in guest code. \ No newline at end of file