Writing your own minidump uploader in the unhandled exception filter is/was a very common practice in games, while obviously not ideal.
I think Unreal Engine might still do that. So I think that the claim that Direct3D captures exceptions is suspect.
It may trap them and return EXCEPTION_CONTINUE_SEARCH to pass it on to the next handler, but I have a hard time coming up with a reason why it would trap them in the first place. I have personally never seen Direct3D trap an exception in my long career.
Maybe you were expecting C++ exceptions to be caught, but these APIs are only for SEH.
Now Flash, I have no experience with.
Yes, I know it's a 16year old post. But I must stop myths.