D3D11 Pipeline State¶
-
class
renderdoc.
D3D11State
¶ The full current D3D11 pipeline state.
-
computeShader
¶ A
D3D11Shader
describing the compute shader stage.
-
domainShader
¶ A
D3D11Shader
describing the domain shader stage.
-
geometryShader
¶ A
D3D11Shader
describing the geometry shader stage.
-
hullShader
¶ A
D3D11Shader
describing the hull shader stage.
-
inputAssembly
¶ A
D3D11InputAssembly
describing the input assembly pipeline stage.
-
outputMerger
¶ A
D3D11OutputMerger
describing the output merger pipeline stage.
-
pixelShader
¶ A
D3D11Shader
describing the pixel shader stage.
-
predication
¶ A
D3D11Predication
describing the predicated rendering state.
-
rasterizer
¶ A
D3D11Rasterizer
describing the rasterizer pipeline stage.
-
streamOut
¶ A
D3D11StreamOut
describing the stream-out pipeline stage.
-
vertexShader
¶ A
D3D11Shader
describing the vertex shader stage.
-
-
class
renderdoc.
D3D11Layout
¶ 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.
D3D11VertexBuffer
¶ Describes a single D3D11 vertex buffer binding.
-
byteOffset
¶ The byte offset from the start of the buffer to the beginning of the vertex data.
-
byteStride
¶ The byte stride between the start of one set of vertex data and the next.
-
resourceId
¶ The
ResourceId
of the buffer bound to this slot.
-
-
class
renderdoc.
D3D11IndexBuffer
¶ Describes the D3D11 index buffer binding.
-
byteOffset
¶ The byte offset from the start of the buffer to the beginning of the index data.
-
resourceId
¶ The
ResourceId
of the index buffer.
-
-
class
renderdoc.
D3D11InputAssembly
¶ Describes the input assembler data.
-
bytecode
¶ A
ShaderReflection
describing the bytecode used to create the input layout.
-
indexBuffer
¶ The
D3D11IndexBuffer
describing the index buffer.
-
layouts
¶ A list of
D3D11Layout
describing the input layout elements in this layout.
-
resourceId
¶ The
ResourceId
of the layout object.
-
vertexBuffers
¶ A list of
D3D11VertexBuffer
with the vertex buffers that are bound.
-
-
class
renderdoc.
D3D11View
¶ Describes the details of a D3D11 resource view - any one of UAV, SRV, RTV or DSV.
-
bufferFlags
¶ Valid for buffers - the flags for additional view properties.
-
bufferStructCount
¶ If the view has a hidden counter, this stores the current value of the counter.
-
elementByteSize
¶ The byte size of a single element in the view. Either the byte size of
viewFormat
, or the structured buffer element size, as appropriate.
-
firstElement
¶ Valid for buffers - the first element to be used in the view.
-
firstMip
¶ Valid for textures - the first mip that is available through the view.
-
firstSlice
¶ Valid for texture arrays or 3D textures - the first slice available through the view.
-
numElements
¶ Valid for buffers - the number of elements to be used in the view.
-
numMips
¶ Valid for textures - the number of mip levels in the view.
-
numSlices
¶ Valid for texture arrays or 3D textures - the number of slices in the view.
-
resourceResourceId
¶ The
ResourceId
of the underlying resource the view refers to.
-
structured
¶ True
if this view describes a structured buffer.
-
type
¶ The
TextureType
of the view type.
-
viewFormat
¶ The
ResourceFormat
that the view uses.
-
viewResourceId
¶ The
ResourceId
of the view itself.
-
-
class
renderdoc.
D3D11Sampler
¶ Describes a 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
-
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.
-
compareFunction
¶ The
CompareFunction
for comparison samplers.
-
filter
¶ The
TextureFilter
describing the filtering mode.
-
maxAnisotropy
¶ 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.
-
resourceId
¶ The
ResourceId
of the sampler state object.
-
-
class
renderdoc.
D3D11ConstantBuffer
¶ Describes a constant buffer binding.
-
resourceId
¶ 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.
D3D11Shader
¶ Describes a D3D11 shader stage.
-
bindpointMapping
¶ A
ShaderBindpointMapping
to matchreflection
with the bindpoint mapping data.
-
classInstances
¶ A list of
str
with the bound class instance names.
-
constantBuffers
¶ A list of
D3D11ConstantBuffer
with the bound constant buffers.
-
reflection
¶ A
ShaderReflection
describing the reflection data for this shader.
-
resourceId
¶ The
ResourceId
of the shader itself.
-
samplers
¶ A list of
D3D11Sampler
with the bound samplers.
-
stage
¶ A
ShaderStage
identifying which stage this shader is bound to.
-
-
class
renderdoc.
D3D11StreamOutBind
¶ Describes a binding on the D3D11 stream-out stage.
-
byteOffset
¶ The byte offset of the stream-output binding.
-
resourceId
¶ The
ResourceId
of the buffer.
-
-
class
renderdoc.
D3D11StreamOut
¶ Describes the stream-out stage bindings.
-
outputs
¶ A list of
D3D11StreamOutBind
with the bound buffers.
-
-
class
renderdoc.
D3D11RasterizerState
¶ Describes a rasterizer state object.
-
antialiasedLines
¶ True
if lines should be anti-aliased. Ignored ifmultisampleEnable
isFalse
.
-
conservativeRasterization
¶ The current
ConservativeRaster
mode.
-
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.
-
resourceId
¶ The
ResourceId
of the rasterizer state object.
-
scissorEnable
¶ True
if the scissor test should be applied.
-
slopeScaledDepthBias
¶ The slope-scaled depth bias value to apply to z-values.
-
-
class
renderdoc.
D3D11Rasterizer
¶ Describes the rasterization state of the D3D11 pipeline.
-
state
¶ A
D3D11RasterizerState
with the details of the rasterization state.
-
-
class
renderdoc.
D3D11DepthStencilState
¶ Describes a depth-stencil state object.
-
backFace
¶ A
StencilFace
describing what happens for back-facing polygons.
-
depthEnable
¶ True
if depth testing should be performed.
-
depthFunction
¶ The
CompareFunction
to use for testing depth values.
-
depthWrites
¶ True
if depth values should be written to the depth target.
-
frontFace
¶ A
StencilFace
describing what happens for front-facing polygons.
-
resourceId
¶ The
ResourceId
of the depth-stencil state object.
-
stencilEnable
¶ True
if stencil operations should be performed.
-
-
class
renderdoc.
D3D11BlendState
¶ 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
ColorBlend
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.
-
resourceId
¶ The
ResourceId
of the blend state object.
-
sampleMask
¶ The mask determining which samples are written to.
-
-
class
renderdoc.
D3D11OutputMerger
¶ Describes the current state of the output-merger stage of the D3D11 pipeline.
-
blendState
¶ A
D3D11BlendState
with the details of the blend state.
-
depthReadOnly
¶ True
if depth access to the depth-stencil target is read-only.
-
depthStencilState
¶ A
D3D11DepthStencilState
with the details of the depth-stencil state.
-
stencilReadOnly
¶ True
if stencil access to the depth-stencil target is read-only.
-
uavStartSlot
¶ Which slot in the output targets is the first UAV.
-
-
class
renderdoc.
D3D11Predication
¶ Describes the current state of predicated rendering.
-
isPassing
¶ True
if the current predicate would render.
-
resourceId
¶ The
ResourceId
of the active predicate.
-
value
¶ The value to go along with the predicate.
-