Claude/d3d11 texture snapshot proton o78hwy - #86
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…shot save failures under Proton Texture snapshotting fails for some D3D11 games under Proton while working for others on the same system. The save path uses the legacy D3DX11SaveTextureToFileW from d3dx11_43.dll, which under Proton resolves to Wine's built-in d3dx11 whose implementation may be a stub or lack support for block-compressed (BC) DDS output, returning E_NOTIMPL (0x80004001). Add logging (no behavior change) to confirm the root cause from a single run: - util::get_module_path(HMODULE): return a loaded module's on-disk path; get_module_name now delegates to it. - d3dx.rs: log which d3dx11 DLL the loader actually resolved, so a Wine system copy can be distinguished from a game-local real d3dx11_43.dll. - hook_snapshot.rs: print the save HRESULT in hex, annotate E_NOTIMPL, and include the DXGI format name (highlights the BC formats). On the first failure per snapshot, probe saving the same resource as PNG to separate a total stub (PNG also fails) from a DDS/compressed-only gap. No interop wire-protocol change, so native code versions are not bumped. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015Nur4mfwesxS7zUaUX7jGK
- Fix for when trying to do texconversion under proton
- On wine proton loading from the system will load their implementation of d3dx which doesn't support snapshotting compressed textures (it does support other formats apparently) - Therefore try loading d3dx from MM's tplib first on wine. On actual windows though we want to prefer the system libraries. - Claude added a png diagnostic when a tex save fails, but I found it unnecessary (it failed too) so I removed it
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