D3D12 Pipeline State¶
-
class
renderdoc.
D3D12State
¶ The full current D3D12 pipeline state.
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computeShader
¶ A
D3D12Shader
describing the compute shader stage.
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domainShader
¶ A
D3D12Shader
describing the domain shader stage.
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geometryShader
¶ A
D3D12Shader
describing the geometry shader stage.
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hullShader
¶ A
D3D12Shader
describing the hull shader stage.
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inputAssembly
¶ A
D3D12InputAssembly
describing the input assembly pipeline stage.
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pipelineResourceId
¶ The
ResourceId
of the pipeline state object.
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pixelShader
¶ A
D3D12Shader
describing the pixel shader stage.
-
rasterizer
¶ A
D3D12Rasterizer
describing the rasterizer pipeline stage.
-
resourceStates
¶ A list of
D3D12ResourceData
entries, one for each resource.
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rootSignatureResourceId
¶ The
ResourceId
of the root signature object.
-
streamOut
¶ A
D3D12StreamOut
describing the stream-out pipeline stage.
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vertexShader
¶ A
D3D12Shader
describing the vertex shader stage.
-
-
class
renderdoc.
D3D12Layout
¶ Describes a single D3D12 input layout element for one vertex input.
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TightlyPacked
¶ Value for
byteOffset
that indicates this element is tightly packed.
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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.
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semanticIndex
¶ The semantic index for this input.
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semanticName
¶ The semantic name for this input.
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-
class
renderdoc.
D3D12VertexBuffer
¶ Describes a single D3D12 vertex buffer binding.
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byteOffset
¶ The byte offset from the start of the buffer to the beginning of the vertex data.
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byteSize
¶ The number of bytes available in this vertex buffer.
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byteStride
¶ The byte stride between the start of one set of vertex data and the next.
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resourceId
¶ The
ResourceId
of the buffer bound to this slot.
-
-
class
renderdoc.
D3D12IndexBuffer
¶ Describes the D3D12 index buffer binding.
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byteOffset
¶ The byte offset from the start of the buffer to the beginning of the index data.
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byteSize
¶ The number of bytes available in this index buffer.
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resourceId
¶ The
ResourceId
of the index buffer.
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-
class
renderdoc.
D3D12InputAssembly
¶ Describes the input assembler state in the PSO.
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indexBuffer
¶ The
D3D12IndexBuffer
describing the index buffer.
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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
D3D12Layout
describing the input layout elements in this layout.
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vertexBuffers
¶ A list of
D3D12VertexBuffer
with the vertex buffers that are bound.
-
-
class
renderdoc.
D3D12View
¶ Describes the details of a D3D12 resource view - any one of UAV, SRV, RTV or DSV.
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bufferFlags
¶ The
D3DBufferViewFlags
set for the buffer.
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bufferStructCount
¶ If the view has a hidden counter, this stores the current value of the counter.
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counterByteOffset
¶ The byte offset in
counterResourceId
where the counter is stored.
-
counterResourceId
¶ The
ResourceId
of the resource where the hidden buffer counter is stored.
-
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.
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firstMip
¶ Valid for textures - the highest mip that is available through the view.
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firstSlice
¶ Valid for texture arrays or 3D textures - the first slice available through the view.
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immediate
¶ True
if this view is a root parameter (i.e. not in a table).
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minLODClamp
¶ The minimum mip-level clamp applied when sampling this texture.
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numElements
¶ Valid for buffers - the number of elements to be used in the view.
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numMips
¶ Valid for textures - the number of mip levels in the view.
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numSlices
¶ Valid for texture arrays or 3D textures - the number of slices in the view.
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resourceId
¶ The
ResourceId
of the underlying resource the view refers to.
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rootElement
¶ The index in the original root signature that this descriptor came from.
-
swizzle
¶ Four
TextureSwizzle
elements indicating the swizzle applied to this texture.
-
tableIndex
¶ The index in the the parent descriptor table where this descriptor came from.
-
type
¶ The
TextureType
of the view type.
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viewFormat
¶ The
ResourceFormat
that the view uses.
-
-
class
renderdoc.
D3D12Sampler
¶ Describes the details of a sampler descriptor.
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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
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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.
-
immediate
¶ True
if this view is a static sampler (i.e. not in a table).
-
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.
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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.
-
-
class
renderdoc.
D3D12ConstantBuffer
¶ Describes the details of a constant buffer view descriptor.
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byteOffset
¶ The byte offset where the buffer view starts in the underlying buffer.
-
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).
-
resourceId
¶ The
ResourceId
of the underlying buffer resource.
-
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.
-
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class
renderdoc.
D3D12RegisterSpace
¶ Contains all of the registers in a single register space mapped to by a root signature.
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constantBuffers
¶ List of
D3D12ConstantBuffer
containing the constant buffers.
-
samplers
¶ List of
D3D12Sampler
containing the samplers.
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-
class
renderdoc.
D3D12Shader
¶ Describes a D3D12 shader stage.
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bindpointMapping
¶ A
ShaderBindpointMapping
to matchreflection
with the bindpoint mapping data.
-
reflection
¶ A
ShaderReflection
describing the reflection data for this shader.
-
resourceId
¶ The
ResourceId
of the shader object itself.
-
spaces
¶ A list of
D3D12RegisterSpace
with the register spaces for this stage.
-
stage
¶ A
ShaderStage
identifying which stage this shader is bound to.
-
-
class
renderdoc.
D3D12StreamOutBind
¶ Describes a binding on the D3D12 stream-out stage.
-
byteOffset
¶ The byte offset in
resourceId
where the buffer view starts in the underlying buffer.
-
byteSize
¶ How many bytes are in this stream-out buffer view.
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resourceId
¶ The
ResourceId
of the buffer.
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writtenCountByteOffset
¶ The byte offset in
writtenCountResourceId
where the stream-out count will be written.
-
writtenCountResourceId
¶ The
ResourceId
of the buffer where the written count will be stored.
-
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class
renderdoc.
D3D12StreamOut
¶ Describes the stream-out state in the PSO.
-
outputs
¶ A list of
D3D12SOBind
with the bound buffers.
-
-
class
renderdoc.
D3D12RasterizerState
¶ Describes the rasterizer state in the PSO.
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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.
-
slopeScaledDepthBias
¶ The slope-scaled depth bias value to apply to z-values.
-
-
class
renderdoc.
D3D12Rasterizer
¶ Describes the rasterization state of the D3D12 pipeline.
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sampleMask
¶ The mask determining which samples are written to.
-
state
¶ A
D3D12RasterizerState
with the details of the rasterization state.
-
-
class
renderdoc.
D3D12DepthStencilState
¶ Describes the state of the depth-stencil state in the PSO.
-
backFace
¶ A
StencilFace
describing what happens for back-facing polygons.
-
depthBoundsEnable
¶ True
if depth bounds tests should be applied.
-
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.
-
maxDepthBounds
¶ The far plane bounding value.
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minDepthBounds
¶ The near plane bounding value.
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stencilEnable
¶ True
if stencil operations should be performed.
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-
class
renderdoc.
D3D12BlendState
¶ 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
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.
-
-
class
renderdoc.
D3D12OM
¶ Describes the current state of the output-merger stage of the D3D12 pipeline.
-
blendState
¶ A
D3D12BlendState
with the details of the blend state.
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depthReadOnly
¶ True
if depth access to the depth-stencil target is read-only.
-
depthStencilState
¶ A
D3D12DepthStencilState
with the details of the depth-stencil state.
-
multiSampleCount
¶ The sample count used for rendering.
-
multiSampleQuality
¶ The MSAA quality level used for rendering.
-
stencilReadOnly
¶ True
if stenncil access to the depth-stencil target is read-only.
-
-
class
renderdoc.
D3D12ResourceState
¶ Describes the current state that a sub-resource is in.
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name
¶ A human-readable name for the current state.
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class
renderdoc.
D3D12ResourceData
¶ Contains the current state of a given resource.
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resourceId
¶ The
ResourceId
of the resource.
-
states
¶ A list of
D3D12ResourceState
entries, one for each subresource.
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