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Merge pull request #227 from deebhag/format_fix
Fix format of the Terms and Acronyms table in the DX Dumps File spec
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d3d/D3D12GpuDumps.md

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## Terms and Acronyms
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| Term | Definition |
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|--------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| TDR | Timeout Detection and Recovery, a feature in Windows that detects when the GPU is taking longer than expected to complete an operation. It then resets the GPU to prevent the entire system from becoming unresponsive. |
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| dxgkrnl | GPU scheduler, a component of the DirectX graphics kernel subsystem in Windows, responsible for timeout detection and recovery |
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| LKD | Live kernel dump, a TDR LKD created by dxgkrnl on a TDR |
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| DirectX Dump Files | Application specific GPU dumps created by DirectX that this spec describes |
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| ISV | Xbox and PC game developer, or author of other applications using DirectX, aka "software developer" |
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| IHV | Independent Hardware Vendor, aka "GPU manufacturer" or "hardware developer" |
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| D3D12 runtime | D3D12Core.dll in Agility SDK or in Windows OS |
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| Developer scenario | The one where a D3D12 application is running at a company developing it |
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| Retail scenario | The one where an end user is running a D3D12 application they did not develop |
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| Overhead | Reduced frame rate or increased memory consumption due to extra mechanisms enabled for debugging purposes while the application is running |
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| Term | Definition |
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| -- | -- |
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| TDR | Timeout Detection and Recovery, a feature in Windows that detects when the GPU is taking longer than expected to complete an operation. It then resets the GPU to prevent the entire system from becoming unresponsive. |
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| dxgkrnl | GPU scheduler, a component of the DirectX graphics kernel subsystem in Windows, responsible for timeout detection and recovery |
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| LKD | Live kernel dump, a TDR LKD created by dxgkrnl on a TDR |
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| DirectX Dump Files | Application specific GPU dump files created by DirectX that this spec describes |
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| ISV | Xbox and PC game developer, or author of other applications using DirectX, aka "software developer" |
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| IHV | Independent Hardware vendor, aka "GPU manufacturer" or "hardware developer" |
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| D3D12 runtime | D3D12Core.dll in Agility SDK or in Windows OS |
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| Developer scenario | The one where a D3D12 application is running at a company developing it |
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| Retail scenario | The one where an end user is running a D3D12 application they did not develop |
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| Overhead | Reduced frame rate or increased memory consumption due to extra mechanisms enabled for debugging purposes while the application is running |
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# Overview
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