D3D11 Pipeline State

class renderdoc.D3D11_State

The full current D3D11 pipeline state.

m_CS

A D3D11_Shader describing the compute shader stage.

m_DS

A D3D11_Shader describing the domain shader stage.

m_GS

A D3D11_Shader describing the geometry shader stage.

m_HS

A D3D11_Shader describing the hull shader stage.

m_IA

A D3D11_IA describing the input assembly pipeline stage.

m_OM

A D3D11_OM describing the output merger pipeline stage.

m_PS

A D3D11_Shader describing the pixel shader stage.

m_RS

A D3D11_Rasterizer describing the rasterizer pipeline stage.

m_SO

A D3D11_SO describing the stream-out pipeline stage.

m_VS

A D3D11_Shader describing the vertex shader stage.

class renderdoc.D3D11_Blend

Describes the blend configuration for a given D3D11 target.

Enabled

True if blending is enabled for this target.

Logic

The LogicOp to use for logic operations, if LogicEnabled is True.

LogicEnabled

True if the logic operation in Logic should be used.

WriteMask

The mask for writes to the render target.

m_AlphaBlend

A D3D11_BlendEquation describing the blending for alpha values.

m_Blend

A D3D11_BlendEquation describing the blending for colour values.

class renderdoc.D3D11_BlendEquation

Describes the details of a D3D11 blend operation.

Destination

The BlendMultiplier for the destination blend value.

Operation

The BlendOp to use in the blend calculation.

Source

The BlendMultiplier for the source blend value.

class renderdoc.D3D11_BlendState

Describes a blend state object.

AlphaToCoverage

True if alpha-to-coverage should be used when blending to an MSAA target.

BlendFactor

The constant blend factor to use in blend equations.

Blends

A list of D3D11_Blend describing the blend operations for each target.

IndependentBlend

True if independent blending for each target should be used.

False if the first blend should be applied to all targets.

SampleMask

The mask determining which samples are written to.

State

The ResourceId of the blend state object.

class renderdoc.D3D11_CBuffer

Describes a constant buffer binding.

Buffer

The ResourceId of the buffer.

VecCount

The size of the buffer binding, in units of float4 (16 bytes).

If the capture isn’t using the D3D11.1 binding methods, this offset will be 4096 (64 kiB).

VecOffset

The offset of the buffer binding, in units of float4 (16 bytes).

If the capture isn’t using the D3D11.1 binding methods, this offset will be 0.

class renderdoc.D3D11_DepthStencilState

Describes a depth-stencil state object.

DepthEnable

True if depth testing should be performed.

DepthFunc

The CompareFunc to use for testing depth values.

DepthWrites

True if depth values should be written to the depth target.

State

The ResourceId of the depth-stencil state object.

StencilEnable

True if stencil operations should be performed.

StencilReadMask

The mask for reading stencil values.

StencilRef

The current stencil reference value.

StencilWriteMask

The mask for writing stencil values.

m_BackFace

A D3D11_StencilFace describing what happens for back-facing polygons.

m_FrontFace

A D3D11_StencilFace describing what happens for front-facing polygons.

class renderdoc.D3D11_IA

Describes the input assembler data.

Bytecode

A ShaderReflection describing the bytecode used to create the input layout.

customName

True if name was assigned by the application, otherwise it’s autogenerated based on the ID.

ibuffer

The D3D11_IB describing the index buffer.

layout

The ResourceId of the layout object.

layouts

A list of D3D11_Layout describing the input layout elements in this layout.

name

The name of the input layout object.

vbuffers

A list of D3D11_VB with the vertex buffers that are bound.

class renderdoc.D3D11_IB

Describes the D3D11 index buffer binding.

Buffer

The ResourceId of the index buffer.

Offset

The byte offset from the start of the buffer to the beginning of the index data.

class renderdoc.D3D11_Layout

Describes a single D3D11 input layout element for one vertex input.

TightlyPacked

Value for ByteOffset that indicates this element is tightly packed.

ByteOffset

The byte offset from the start of the vertex data in the vertex buffer from InputSlot.

If the value is TightlyPacked then the element is packed tightly after the previous element, or 0 if this is the first element.

Format

The ResourceFormat describing how the input data is interpreted.

InputSlot

The vertex buffer input slot where the data is sourced from.

InstanceDataStepRate

If PerInstance is True then this is how many times each instance data is used before advancing to the next instance.

E.g. if this value is two, then two instances will be drawn with the first instance data, then two with the next instance data.

PerInstance

True if the vertex data is instance-rate.

SemanticIndex

The semantic index for this input.

SemanticName

The semantic name for this input.

class renderdoc.D3D11_OM

Describes the current state of the output-merger stage of the D3D11 pipeline.

DepthReadOnly

True if depth access to the depth-stencil target is read-only.

DepthTarget

A D3D11_View with details of the bound depth-stencil target.

RenderTargets

A list of D3D11_View describing the bound render targets.

StencilReadOnly

True if stenncil access to the depth-stencil target is read-only.

UAVStartSlot

Which slot in the output targets is the first UAV.

UAVs

A list of D3D11_View describing the bound UAVs.

m_BlendState

A D3D11_BlendState with the details of the blend state.

m_State

A D3D11_DepthStencilState with the details of the depth-stencil state.

class renderdoc.D3D11_Rasterizer

Describes the rasterization state of the D3D11 pipeline.

Scissors

A list of D3D11_Scissor with the bound scissor regions.

Viewports

A list of D3D11_Viewport with the bound viewports.

m_State

A D3D11_RasterizerState with the details of the rasterization state.

class renderdoc.D3D11_RasterizerState

Describes a rasterizer state object.

AntialiasedLineEnable

True if lines should be anti-aliased. Ignored if MultisampleEnable is False.

ConservativeRasterization

True if a conservative rasterization algorithm should be used.

DepthBias

The fixed depth bias value to apply to z-values.

DepthBiasClamp

The clamp value for calculated depth bias from DepthBias and SlopeScaledDepthBias

DepthClip

True if pixels outside of the near and far depth planes should be clipped.

ForcedSampleCount

A sample count to force rasterization to when UAV rendering or rasterizing, or 0 to not force any sample count.

FrontCCW

True if counter-clockwise polygons are front-facing. False if clockwise polygons are front-facing.

MultisampleEnable

True if the quadrilateral MSAA algorithm should be used on MSAA targets.

ScissorEnable

True if the scissor test should be applied.

SlopeScaledDepthBias

The slope-scaled depth bias value to apply to z-values.

State

The ResourceId of the rasterizer state object.

cullMode

The polygon culling mode.

fillMode

The polygon fill mode.

class renderdoc.D3D11_SO

Describes the stream-out stage bindings.

Outputs

A list of D3D11_SOBind with the bound buffers.

class renderdoc.D3D11_SOBind

Describes a binding on the D3D11 stream-out stage.

Buffer

The ResourceId of the buffer.

Offset

The byte offset of the stream-output binding.

class renderdoc.D3D11_Sampler

Describes a sampler state object.

AddressU

The AddressMode in the U direction.

AddressV

The AddressMode in the V direction.

AddressW

The AddressMode in the W direction.

BorderColor

The RGBA border color.

Comparison

The CompareFunc for comparison samplers.

Filter

The TextureFilter describing the filtering mode.

MaxAniso

The maximum anisotropic filtering level to use.

MaxLOD

The maximum mip level that can be used.

MinLOD

The minimum mip level that can be used.

MipLODBias

A bias to apply to the calculated mip level before sampling.

Samp

The ResourceId of the sampler state object.

UseBorder()

Check if the border color is used in this D3D11 sampler.

Returns:True if the border color is used, False otherwise.
Return type:bool
customName

True if name was assigned by the application, otherwise it’s autogenerated based on the ID.

name

The name of the sampler state object.

class renderdoc.D3D11_Scissor

Describes a single D3D11 scissor rect.

Enabled

True if this scissor region is enabled.

bottom

Bottom-right Y co-ordinate of the viewport.

left

Top-left X co-ordinate of the viewport.

right

Bottom-right X co-ordinate of the viewport.

top

Top-left Y co-ordinate of the viewport.

class renderdoc.D3D11_Shader

Describes a D3D11 shader stage.

BindpointMapping

A ShaderBindpointMapping to match ShaderDetails with the bindpoint mapping data.

ClassInstances

A list of str with the bound class instance names.

ConstantBuffers

A list of D3D11_CBuffer with the bound constant buffers.

Object

The ResourceId of the shader object itself.

SRVs

A list of D3D11_View with the bound SRVs.

Samplers

A list of D3D11_Sampler with the bound samplers.

ShaderDetails

A ShaderReflection describing the reflection data for this shader.

UAVs

A list of D3D11_View with the bound UAVs - only valid for the compute stage.

customName

True if name was assigned by the application, otherwise it’s autogenerated based on the ID.

name

The name of the shader object.

stage

A ShaderStage identifying which stage this shader is bound to.

class renderdoc.D3D11_StencilFace

Describes the details of a D3D11 stencil operation.

DepthFailOp

The StencilOp to apply if the depth-test fails.

FailOp

The StencilOp to apply if the stencil-test fails.

Func

The CompareFunc to use for testing stencil values.

PassOp

The StencilOp to apply if the stencil-test passes.

class renderdoc.D3D11_VB

Describes a single D3D11 vertex buffer binding.

Buffer

The ResourceId of the buffer bound to this slot.

Offset

The byte offset from the start of the buffer to the beginning of the vertex data.

Stride

The byte stride between the start of one set of vertex data and the next.

class renderdoc.D3D11_View

Describes the details of a D3D11 resource view - any one of UAV, SRV, RTV or DSV.

ArraySize

Valid for texture arrays or 3D textures - the number of slices in the view.

BufferStructCount

If the view has a hidden counter, this stores the current value of the counter.

ElementSize

The byte size of a single element in the view. Either the byte size of Format, or the structured buffer element size, as appropriate.

FirstArraySlice

Valid for texture arrays or 3D textures - the first slice available through the view.

FirstElement

Valid for buffers - the first element to be used in the view.

Flags

Valid for buffers - the flags for additional view properties.

Format

The ResourceFormat that the view uses.

HighestMip

Valid for textures - the highest mip that is available through the view.

NumElements

Valid for buffers - the number of elements to be used in the view.

NumMipLevels

Valid for textures - the number of mip levels in the view.

Object

The ResourceId of the view itself.

Resource

The ResourceId of the underlying resource the view refers to.

Structured

True if this view describes a structured buffer.

Type

The TextureDim of the view type.

class renderdoc.D3D11_Viewport

Describes a single D3D11 viewport.

Enabled

True if this viewport is enabled.

Height

The height of the viewport.

MaxDepth

The maximum depth of the viewport.

MinDepth

The minimum depth of the viewport.

Width

The width of the viewport.

X

Top-left X co-ordinate of the viewport.

Y

Top-left Y co-ordinate of the viewport.