D3D12 Pipeline State¶
-
class
renderdoc.
D3D12_State
¶ The full current D3D12 pipeline state.
-
Resources
¶ A list of
D3D12_ResourceData
entries, one for each resource.
-
customName
¶ True
ifname
was assigned by the application, otherwise it’s autogenerated based on the ID.
-
m_CS
¶ A
D3D12_Shader
describing the compute shader stage.
-
m_DS
¶ A
D3D12_Shader
describing the domain shader stage.
-
m_GS
¶ A
D3D12_Shader
describing the geometry shader stage.
-
m_HS
¶ A
D3D12_Shader
describing the hull shader stage.
-
m_IA
¶ A
D3D12_IA
describing the input assembly pipeline stage.
-
m_OM
¶ A
D3D12_OM
describing the output merger pipeline stage.
-
m_PS
¶ A
D3D12_Shader
describing the pixel shader stage.
-
m_RS
¶ A
D3D12_Rasterizer
describing the rasterizer pipeline stage.
-
m_SO
¶ A
D3D12_SO
describing the stream-out pipeline stage.
-
m_VS
¶ A
D3D12_Shader
describing the vertex shader stage.
-
name
¶ The name of the pipeline state object.
-
pipeline
¶ The
ResourceId
of the pipeline state object.
-
rootSig
¶ The
ResourceId
of the root signature object.
-
-
class
renderdoc.
D3D12_Blend
Describes the blend configuration for a given D3D12 target.
-
Enabled
True
if blending is enabled for this target.
-
Logic
The
LogicOp
to use for logic operations, ifLogicEnabled
isTrue
.
-
LogicEnabled
True
if the logic operation inLogic
should be used.
-
WriteMask
The mask for writes to the render target.
-
m_AlphaBlend
A
D3D12_BlendEquation
describing the blending for alpha values.
-
m_Blend
A
D3D12_BlendEquation
describing the blending for colour values.
-
-
class
renderdoc.
D3D12_BlendEquation
Describes the details of a D3D12 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.
D3D12_BlendState
Describes the blend state in the PSO.
-
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
D3D12_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.
-
-
class
renderdoc.
D3D12_CBuffer
Describes the details of a constant buffer view descriptor.
-
Buffer
The
ResourceId
of the underlying buffer resource.
-
ByteSize
How many bytes are in this constant buffer view.
-
Immediate
True
if this view is a root constant (i.e. not in a table).
-
Offset
The byte offset where the buffer view starts in the underlying buffer.
-
RootElement
The index in the original root signature that this descriptor came from.
-
RootValues
If
Immediate
isTrue
and this is a root constant, this contains a list ofint
values with the root values set.
-
TableIndex
The index in the the parent descriptor table where this descriptor came from.
-
-
class
renderdoc.
D3D12_DepthStencilState
Describes the state of the depth-stencil state in the PSO.
-
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.
-
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
D3D12_StencilFace
describing what happens for back-facing polygons.
-
m_FrontFace
A
D3D12_StencilFace
describing what happens for front-facing polygons.
-
-
class
renderdoc.
D3D12_IA
Describes the input assembler state in the PSO.
-
ibuffer
The
D3D12_IB
describing the index buffer.
-
indexStripCutValue
The index value to use for cutting strips. Either
0
,0xffff
or0xffffffff
. If the value is 0, strip cutting is disabled.
-
layouts
A list of
D3D12_Layout
describing the input layout elements in this layout.
-
vbuffers
A list of
D3D12_VB
with the vertex buffers that are bound.
-
-
class
renderdoc.
D3D12_IB
Describes the D3D12 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.
-
Size
The number of bytes available in this index buffer.
-
-
class
renderdoc.
D3D12_Layout
Describes a single D3D12 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
isTrue
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.
D3D12_OM
Describes the current state of the output-merger stage of the D3D12 pipeline.
-
DepthReadOnly
True
if depth access to the depth-stencil target is read-only.
-
DepthTarget
A
D3D12_View
with details of the bound depth-stencil target.
-
RenderTargets
A list of
D3D12_View
describing the bound render targets.
-
StencilReadOnly
True
if stenncil access to the depth-stencil target is read-only.
-
m_BlendState
A
D3D12_BlendState
with the details of the blend state.
-
m_State
A
D3D12_DepthStencilState
with the details of the depth-stencil state.
-
multiSampleCount
The sample count used for rendering.
-
multiSampleQuality
The MSAA quality level used for rendering.
-
-
class
renderdoc.
D3D12_Rasterizer
Describes the rasterization state of the D3D12 pipeline.
-
SampleMask
The mask determining which samples are written to.
-
Scissors
A list of
D3D12_Scissor
with the bound scissor regions.
-
Viewports
A list of
D3D12_Viewport
with the bound viewports.
-
m_State
A
D3D12_RasterizerState
with the details of the rasterization state.
-
-
class
renderdoc.
D3D12_RasterizerState
Describes the rasterizer state in the PSO.
-
AntialiasedLineEnable
True
if lines should be anti-aliased. Ignored ifMultisampleEnable
isFalse
.
-
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
andSlopeScaledDepthBias
-
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.
-
SlopeScaledDepthBias
The slope-scaled depth bias value to apply to z-values.
-
cullMode
The polygon culling mode.
-
fillMode
The polygon fill mode.
-
-
class
renderdoc.
D3D12_RegisterSpace
Contains all of the registers in a single register space mapped to by a root signature.
-
ConstantBuffers
List of
D3D12_CBuffer
containing the constant buffers.
-
SRVs
List of
D3D12_View
containing the SRVs.
-
Samplers
List of
D3D12_Sampler
containing the samplers.
-
UAVs
List of
D3D12_View
containing the UAVs.
-
-
class
renderdoc.
D3D12_ResourceData
Contains the current state of a given resource.
-
id
The
ResourceId
of the resource.
-
states
A list of
D3D12_ResourceState
entries, one for each subresource.
-
-
class
renderdoc.
D3D12_ResourceState
Describes the current state that a sub-resource is in.
-
name
A human-readable name for the current state.
-
-
class
renderdoc.
D3D12_SOBind
Describes a binding on the D3D12 stream-out stage.
-
Buffer
The
ResourceId
of the buffer.
-
Offset
The byte offset in
Buffer
where the buffer view starts in the underlying buffer.
-
Size
How many bytes are in this stream-out buffer view.
-
WrittenCountBuffer
The
ResourceId
of the buffer where the written count will be stored.
-
WrittenCountOffset
The byte offset in
WrittenCountBuffer
where the stream-out count will be written.
-
-
class
renderdoc.
D3D12_Sampler
Describes the details of a sampler descriptor.
-
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.
-
Immediate
True
if this view is a static sampler (i.e. not in a table).
-
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.
-
RootElement
The index in the original root signature that this descriptor came from.
-
TableIndex
The index in the the parent descriptor table where this descriptor came from.
-
UseBorder
() Check if the border color is used in this D3D12 sampler.
Returns: True
if the border color is used,False
otherwise.Return type: bool
-
-
class
renderdoc.
D3D12_Scissor
Describes a single D3D12 scissor rect.
-
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.
D3D12_Shader
Describes a D3D12 shader stage.
-
BindpointMapping
A
ShaderBindpointMapping
to matchShaderDetails
with the bindpoint mapping data.
-
Object
The
ResourceId
of the shader object itself.
-
ShaderDetails
A
ShaderReflection
describing the reflection data for this shader.
-
Spaces
A list of
D3D12_RegisterSpace
with the register spaces for this stage.
-
stage
A
ShaderStage
identifying which stage this shader is bound to.
-
-
class
renderdoc.
D3D12_StencilFace
Describes the details of a D3D12 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.
D3D12_Streamout
Describes the stream-out state in the PSO.
-
Outputs
A list of
D3D12_SOBind
with the bound buffers.
-
-
class
renderdoc.
D3D12_VB
Describes a single D3D12 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.
-
Size
The number of bytes available in this vertex buffer.
-
Stride
The byte stride between the start of one set of vertex data and the next.
-
-
class
renderdoc.
D3D12_View
Describes the details of a D3D12 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.
-
BufferFlags
The
D3DBufferViewFlags
set for the buffer.
-
BufferStructCount
If the view has a hidden counter, this stores the current value of the counter.
-
CounterByteOffset
The byte offset in
CounterResource
where the counter is stored.
-
CounterResource
The
ResourceId
of the resource where the hidden buffer counter is stored.
-
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.
-
Format
The
ResourceFormat
that the view uses.
-
HighestMip
Valid for textures - the highest mip that is available through the view.
-
Immediate
True
if this view is a root parameter (i.e. not in a table).
-
MinLODClamp
The minimum mip-level clamp applied when sampling this texture.
-
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.
-
Resource
The
ResourceId
of the underlying resource the view refers to.
-
RootElement
The index in the original root signature that this descriptor came from.
-
TableIndex
The index in the the parent descriptor table where this descriptor came from.
-
Type
The
TextureDim
of the view type.
-
swizzle
Four
TextureSwizzle
elements indicating the swizzle applied to this texture.
-
-
class
renderdoc.
D3D12_Viewport
Describes a single D3D12 viewport.
-
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.
-