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Sleeping Dogs: bounded D3D11 draw and shader-binding diagnostics - #9

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fix/sleeping-dogs-dxvk-draw-diagnostic
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butilly wants to merge 1 commit into
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fix/sleeping-dogs-dxvk-draw-diagnostic

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@butilly

@butilly butilly commented Nov 9, 2026

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Game: Sleeping Dogs Definitive Edition; executable: sdhdship.exe; thread: 1569194989156573185. Patched executable avoids the null shader parameter lookup crash at RVA 0xA1A3AC but has a HUD-only black scene for 129 seconds at 56.7 FPS; median GPU 10 percent. DXVK 2.7.1 debug logs create 99 vertex and 205 fragment shaders with no compile error; GPLAsync also tried. Existing D3D11 context and backend logging has no draw-state trace. Add executable-gated bounded GN-scene API counters and snapshots: all seven standard Draw entrypoints, VS/PS bind counters and shader identities, raw immediate caller addresses, RTV/depth/viewport/scissor/IA/resource state, and executed command-list count. Summaries before presentation report cumulative API calls, including zero-count and missing-state cases; they do not prove GPU execution or visibility. Deferred snapshots are identified as recorded calls, not executions. Do not dereference game context+0x1238. ARM64EC callers may be thunks rather than game RVAs; correlate only if module ranges establish them. No rendering overrides. This is diagnostic build one, using available DXVK 3.1.1 source, not an identical-version control; retain Proton 10 ARM64EC and the existing game patch. Test the same black scene for 120 seconds and compare draw/binding counts and sampled states before choosing a fix.

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