As Vulkan developers increasingly adopt buffer device addresses to give shaders direct access to GPU memory, tools that aim to capture and replay graphics workloads must evolve to keep up. One of the key challenges with device addresses is that they’re not portable—what works on one GPU or driver configuration may not work on another. […] The post Improving Replay Portability: Initial Support for Buffer Device Address Rebinding in GFXReconstruct appeared first on LunarG.