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, ifLogicEnabled
isTrue
.
-
LogicEnabled
True
if the logic operation inLogic
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.
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-
class
renderdoc.
D3D11_IA
Describes the input assembler data.
-
Bytecode
A
ShaderReflection
describing the bytecode used to create the input layout.
-
customName
True
ifname
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.
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-
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.
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-
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
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.
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 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.
-
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.
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-
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
ifname
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.
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-
class
renderdoc.
D3D11_Shader
Describes a D3D11 shader stage.
-
BindpointMapping
A
ShaderBindpointMapping
to matchShaderDetails
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
ifname
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.
-