You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This page gives a short map of the repository layout so you can find where implementation lives for each component.
Shared runtime components
Directory
Contents
common/
Shared C++ code used across APIs (e.g. configuration, imgui_common).
player/
Shared player entry point and utilities (playerMain.cpp, player.cpp, window/display helpers, statistics). API-specific player code lives in each API folder.
recorder/
Shared recorder DLL entry point and utilities (recorderDLL.cpp, recorderIface.cpp). API-specific recorder code lives in each API folder.
plugins/
Plugin build and API-specific plugins (e.g. DirectX plugins under plugins/DirectX/).
launcher/
Launcher component (application used to configure capture and playback sessions).
ccode/
CCode runner — the standalone C++ project produced by stream-to-CCode export. Contains main.cpp, window/data services, and a directx/ subdirectory with generated DX12 replay code.
API implementation (one folder per API)
Each graphics API has its own top-level directory with recorder, player, and API-specific layers or plugins.
Directory
Contents
DirectX/
DirectX 12 recorder, player, layers (e.g. resource_dumping, subcapture, ccode), and common utilities. Windows x64 only.
Vulkan/
Vulkan implementation.
OpenGL/
OpenGL implementation.
OpenCL/
OpenCL implementation.
LevelZero/
Intel oneAPI Level Zero implementation.
ocloc/
Intel offline shader compiler (OCLOC).
Scripts and documentation
Directory
Contents
Scripts/
Python scripts for code generation, docs (e.g. MkDocs), CI helpers, and other tooling.
docs/
User and developer documentation (MkDocs). Key entries: index.md, building.md, usage.md, documentation/terminology.md, development/project.md, development/codebase-map.md.