# Enums and Data Structures

class `renderdoc.``ResourceId`

  This is an opaque identifier that uniquely locates a resource.

  Note

  These IDs do not overlap ever - textures, buffers, shaders and samplers will all have unique IDs and do not reuse the namespace. Likewise the IDs assigned for resources during capture are not re-used on replay - the corresponding resources created on replay to stand-in for capture-time resources are given unique IDs and a mapping is stored to between the capture-time resource and the replay-time one.

  static `Null`()

    A helper function that explicitly creates an empty/invalid/null `ResourceId`.

class `renderdoc.``WindowingSystem`

  Specifies a windowing system to use for creating an output window.

  `Unknown`

    No windowing data is passed and no native window is described. See `CreateHeadlessWindowingData()`.

  `Win32`

    The windowing data refers to a Win32 window. See `CreateWin32WindowingData()`.

  `Xlib`

    The windowing data refers to an Xlib window. See `CreateXLibWindowingData()`.

  `XCB`

    The windowing data refers to an XCB window. See `CreateXCBWindowingData()`.

  `Android`

    The windowing data refers to an Android window. See `CreateAndroidWindowingData()`.

  `MacOS`

    The windowing data refers to a MacOS / OS X NSView & CALayer that is Metal/GL compatible. See `CreateMacOSWindowingData()`.

class `renderdoc.``WindowingData`

  An opaque structure created to hold windowing setup data

class `renderdoc.``GlobalEnvironment`

  Internal structure used for initialising environment in a replay application.

  `xlibDisplay`

    The handle to the X display to use internally. If left `NULL`, one will be opened.

class `renderdoc.``ExecuteResult`

  The result of executing or injecting into a program.

  `ident`

    The ident where the new application is listening for target control, or 0 if something went wrong.

  `status`

    The `ReplayStatus` resulting from the operation, indicating success or failure.

class `renderdoc.``CaptureAccess`

  An interface for accessing a capture, possibly over a network connection. This is a subset of the functionality provided in `CaptureFile` which only supports import/export and construction of files.

  `FindSectionByName`(name)

    Locate the index of a section by its name. Returns `-1` if the section is not found.

    This index should not be cached, as writing sections could re-order the indices.

    Parameters: | name (str) – The name of the section to search for.
    Returns: | The index of the section, or `-1` if not found.
    Return type: | `int`.

  `FindSectionByType`(type)

    Locate the index of a section by its type. Returns `-1` if the section is not found.

    This index should not be cached, as writing sections could re-order the indices.

    Parameters: | type (SectionType) – The type of the section to search for.
    Returns: | The index of the section, or `-1` if not found.
    Return type: | `int`.

  `GetResolve`(callstack)

    Retrieve the details of each stackframe in the provided callstack.

    Must only be called after `InitResolver()` has returned `True`.

    Parameters: | callstack (list) – The integer addresses in the original callstack.
    Returns: | The list of resolved callstack entries as strings.
    Return type: | `list` of `str`

  `GetSectionContents`(index)

    Get the raw byte contents of the specified section.

    Parameters: | index (int) – The index of the section.
    Returns: | The raw contents of the section, if the index is valid.
    Return type: | `bytes`.

  `GetSectionCount`()

    Retrieve the total number of available sections.

    Returns: | The number of sections in the capture
    Return type: | `int`.

  `GetSectionProperties`(index)

    Get the describing properties of the specified section.

    Parameters: | index (int) – The index of the section.
    Returns: | The properties of the section, if the index is valid.
    Return type: | SectionProperties

  `HasCallstacks`()

    Query if callstacks are available.

    Returns: | `True` if any callstacks are available, `False` otherwise.
    Return type: | `bool`

  `InitResolver`(progress)

    Begin initialising a callstack resolver, looking up symbol files and caching as necessary.

    This function blocks while trying to initialise callstack resolving, so it should be called on a separate thread.

    Parameters: | progress (ProgressCallback) – A callback that will be repeatedly called with an updated progress value for the resolver process. Can be `None` if no progress is desired.
    Returns: | `True` if the resolver successfully initialised, `False` if something went wrong.
    Return type: | `bool`

  `WriteSection`(props, contents)

    Writes a new section with specified properties and contents. If an existing section already has the same type or name, it will be overwritten (two sections cannot share the same type or name).

    Parameters: | props (SectionProperties) – The properties of the section to be written. contents (bytes) – The raw contents of the section.
    Returns: | `True` if the section was written successfully, `False` otherwise.
    Return type: | `bool`

class `renderdoc.``Camera`

  A handle to a camera controller, used for user interaction and controlling a view of a 3D scene.

  `GetForward`()

    Retrieves the forward vector of the camera, in the positive Z direction.

    Returns: | The forward vector of the camera. W is set to 1
    Return type: | FloatVector

  `GetPosition`()

    Retrieves the position of the camera

    Returns: | The position vector of the camera. W is set to 1
    Return type: | FloatVector

  `GetRight`()

    Retrieves the right vector of the camera, in the positive X direction.

    Returns: | The right vector of the camera. W is set to 1
    Return type: | FloatVector

  `GetUp`()

    Retrieves the up vector of the camera, in the positive Y direction.

    Returns: | The up vector of the camera. W is set to 1
    Return type: | FloatVector

  `ResetArcball`()

    Reset the arcball to defaults.

  `RotateArcball`(ax, ay, bx, by)

    Rotates the arcball based on relative window co-ordinates.

    The co-ordinates are in pixels and represent the old/new co-ordinates of the mouse cursor over the drag.

    Parameters: | ax (float) – The X co-ordinate of the previous mouse position. ay (float) – The Y co-ordinate of the previous mouse position. bx (float) – The X co-ordinate of the new mouse position. by (float) – The Y co-ordinate of the new mouse position.

  `SetArcballDistance`(dist)

    Sets the distance in units the arcball camera sits away from the lookat position.

    Parameters: | dist (float) – The distance of the camera from the lookat position.

  `SetFPSRotation`(x, y, z)

    Sets the rotation for an FPS camera.

    It is invalid to call this function for arcball cameras.

    Parameters: | x (float) – The rotation around the X axis (pitch). y (float) – The rotation around the Y axis (yaw). z (float) – The rotation around the Z axis (roll).

  `SetPosition`(x, y, z)

    Sets the position for the camera, either arcball or FPS.

    For arcball cameras, this sets the lookat position at the centre of the arcball.

    For FPS look cameras, this sets the position of the camera in space.

    Parameters: | x (float) – The X co-ordinate of the position. y (float) – The Y co-ordinate of the position. z (float) – The Z co-ordinate of the position.

  `Shutdown`()

    Closes the camera handle.

class `renderdoc.``VulkanLayerRegistrationInfo`

  Structure containing all the information about vulkan layer registration

  `flags`

    `VulkanLayerFlags` detailing the current registration.

  `myJSONs`

    A list of jsons that should be registered

  `otherJSONs`

    A list of jsons that should be unregistered / updated

class `renderdoc.``SDBasic`

  The basic irreducible type of an object. Every other more complex type is built on these.

  `Chunk`

    A ‘special’ type indicating that the object is a chunk. A chunk can be treated like a `Struct` otherwise. See `SDChunk`.

  `Struct`

    A composite type with some number of children of different types, each child with its own name. May in some cases be empty, so the presence of children should not be assumed.

  `Array`

    A composite type with some number of children with an identical type and referred to purely by their index in the array. May be empty.

  `Null`

    An indicator that an object could be here, but is optional and is currently not present. See `SDTypeFlags.Nullable`.

  `Buffer`

    An opaque byte buffer.

  `String`

    A string, encoded as UTF-8.

  `Enum`

    An enum value - stored as an integer but with a distinct set of possible named values.

  `UnsignedInteger`

    An unsigned integer.

  `SignedInteger`

    An signed integer.

  `Float`

    A floating point value.

  `Boolean`

    A boolean true/false value.

  `Character`

    A single byte character. Wide/multi-byte characters are not supported (these would be stored as a string with 1 character and multiple bytes in UTF-8).

  `Resource`

    A ResourceId. Equivalent to (and stored as) an 8-byte unsigned integer, but specifically contains the unique Id of a resource in a capture.

class `renderdoc.``SDTypeFlags`

  Bitfield flags that could be applied to a type.

  `NoFlags`

    This type has no special properties.

  `HasCustomString`

    This type has a custom string. This could be used for example for enums, to display the string value of the enum as well as the integer storage, or perhaps for opaque types that should be displayed to the user as a string even if the underlying representation is not a string.

  `Hidden`

    This type is considered an implementation detail and should not typically be displayed to the user.

  `Nullable`

    This type is nullable and can sometimes be removed and replaced simply with a Null type. See `SDBasic.Null`.

  `NullString`

    Special flag to indicate that this is a C-string which was NULL, not just empty.

  `FixedArray`

    Special flag to indicate that this is array was a fixed-size real array, rather than a complex container type or a pointer & length.

  `Union`

    Special flag to indicate that this is structure is stored as a union, meaning all children share the same memory and some external flag indicates which element is valid.

class `renderdoc.``SDType`

  Details the name and properties of a structured type

  `basetype`

    The `SDBasic` category that this type belongs to.

  `byteSize`

    The size in bytes that an instance of this type takes up.

    This is only valid for whole chunks (where it contains the whole chunk size), for buffers that have an arbitrary size, or for basic types such as integers and floating point values where it gives the size/precision of the type.

    For variable size types like structs, arrays, etc it will be set to 0.

  `flags`

    The `SDTypeFlags` flags for this type.

  `name`

    The name of this type.

class `renderdoc.``SDChunkFlags`

  Bitfield flags that could be applied to an `SDChunk`.

  `NoFlags`

    This chunk has no special properties.

  `OpaqueChunk`

    This chunk wasn’t supported for decoding or was skipped for another reason and was detailed as an opaque byte stream. It should be preserved as-is and will remain in native RDC format.

  `HasCallstack`

    This chunk has a callstack. Used to indicate the presence of a callstack even if it’s empty (perhaps due to failure to collect the stack frames).

class `renderdoc.``SDChunkMetaData`

  The metadata that goes along with a `SDChunk` to detail how it was recorded.

  `callstack`

    The frames of the CPU-side callstack leading up to the chunk.

  `chunkID`

    The internal chunk ID - unique given a particular driver in use.

  `durationMicro`

    The duration in microseconds that this chunk took. This is the time for the actual work, not the serialising. Since 0 is a possible value for this (for extremely fast calls), -1 is the invalid/not present value.

  `flags`

    The `SDChunkFlags` for this chunk.

  `length`

    The length in bytes of this chunk - may be longer than the actual sum of the data if a conservative size estimate was used on creation to avoid seeking to fix-up the stored length.

  `threadID`

    The ID of the thread where this chunk was recorded.

  `timestampMicro`

    The point in time when this chunk was recorded, in microseconds since program start.

class `renderdoc.``SDObjectPODData`

  The plain-old-data contents of an `SDObject`.

  Only one member is valid, as defined by the type of the `SDObject`.

  `b`

    The value as a boolean.

  `c`

    The value as a single byte character.

  `d`

    The value as a floating point number.

  `i`

    The value as a signed integer.

  `id`

    The value as a `ResourceId`.

  `numChildren`

    A useful alias of `u` - the number of children when a struct/array.

  `u`

    The value as an unsigned integer.

class `renderdoc.``StructuredObjectList`

  A `list` of `SDObject` objects

  `append`(value)
  `clear`()
  `copy`()
  `count`(item)
  `extend`(items)
  `index`(item, start=None, end=None)
  `insert`(index, value)
  `pop`(index=None)
  `remove`(item)
  `reverse`()
  `sort`(key=None, reverse=False)

class `renderdoc.``SDObjectData`

  The data inside an class:SDObject, whether it’s plain old data or complex children.

  `basic`

    The plain-old data contents of the object, in a `SDObjectPODData`.

  `children`

    A `list` of class:SDObject containing the children of this class:SDObject.

  `str`

    The string contents of the object.

class `renderdoc.``SDObject`

  Defines a single structured object.

  `AddChild`(child)

    Add a new child object by duplicating it.

  `AsBool`()

    Interprets the object as a `bool` and returns its value. Invalid if the object is not actually a `bool`.

  `AsFloat`()

    Interprets the object as a floating point number and returns its value. Invalid if the object is not actually a floating point number.

  `AsInt`()

    Interprets the object as an integer and returns its value. Invalid if the object is not actually an integer.

  `AsResourceId`()

    Interprets the object as a `ResourceId` and returns its value. Invalid if the object is not actually a `ResourceId`.

  `AsString`()

    Interprets the object as a string and returns its value. Invalid if the object is not actually a string.

  `Duplicate`()

    Create a deep copy of this object.

  `FindChild`(childName)

    Find a child object by a given name.

  `GetChild`(index)

    Get a child object at a given index.

  `GetChildren`()

    Get a `list` of `SDObject` children.

  `NumChildren`()

    Get the number of child objects.

  `data`

    The `SDObjectData` with the contents of this object.

  `name`

    The name of this object.

  `type`

    The `SDType` of this object.

class `renderdoc.``SDChunk`

  Defines a single structured chunk, which is a `SDObject`.

  `Duplicate`()

    Create a deep copy of this chunk.

  `metadata`

    The `SDChunkMetaData` with the metadata for this chunk.

class `renderdoc.``StructuredChunkList`

  A `list` of `SDChunk` objects

  `append`(value)
  `clear`()
  `copy`()
  `count`(item)
  `extend`(items)
  `index`(item, start=None, end=None)
  `insert`(index, value)
  `pop`(index=None)
  `remove`(item)
  `reverse`()
  `sort`(key=None, reverse=False)

class `renderdoc.``StructuredBufferList`

  A `list` of `bytes` objects

  `append`(value)
  `clear`()
  `copy`()
  `count`(item)
  `extend`(items)
  `index`(item, start=None, end=None)
  `insert`(index, value)
  `pop`(index=None)
  `remove`(item)
  `reverse`()
  `sort`(key=None, reverse=False)

class `renderdoc.``SDFile`

  Contains the structured information in a file. Owns the buffers and chunks.

  `Swap`(other)

    The version of this structured stream, typically only used internally.

  `buffers`

    A `list` of serialised buffers stored as `bytes` objects

  `chunks`

    A `list` of `SDChunk` objects with the chunks in order.

  `version`

    The version of this structured stream, typically only used internally.

class `renderdoc.``CaptureOptions`

  Sets up configuration and options for optional features either at capture time or at API initialisation time that the user can enable or disable at will.

  `DecodeFromString`(str)

    Decode the options from a string, as returned by `EncodeAsString()`.

  `EncodeAsString`()

    Encode the current options to a string suitable for passing around between processes.

    Returns: | The encoded string, suitable for passing to `DecodeFromString()`.
    Return type: | `str`

  `allowFullscreen`

    Allow the application to enable fullscreen.

    Default - enabled

    `True` - The application can enable or disable fullscreen at will.

    `False` - fullscreen is force disabled.

  `allowVSync`

    Allow the application to enable vsync.

    Default - enabled

    `True` - The application can enable or disable vsync at will.

    `False` - vsync is force disabled.

  `apiValidation`

    Record API debugging events and messages

    Default - disabled

    `True` - Enable built-in API debugging features and records the results into the capture logfile, which is matched up with events on replay.

    `False` - no API debugging is forcibly enabled.

  `captureAllCmdLists`

    In APIs that allow for the recording of command lists to be replayed later, RenderDoc may choose to not capture command lists before a frame capture is triggered, to reduce overheads. This means any command lists recorded once and replayed many times will not be available and may cause a failure to capture.

    Note

    This is only true for APIs where multithreading is difficult or discouraged. Newer APIs like Vulkan and D3D12 will ignore this option and always capture all command lists since the API is heavily oriented around it and the overheads have been reduced by API design.

    `True` - All command lists are captured from the start of the application.

    `False` - Command lists are only captured if their recording begins during the period when a frame capture is in progress.

  `captureCallstacks`

    Capture CPU callstacks for API events

    Default - disabled

    `True` - Enables capturing of callstacks.

    `False` - no callstacks are captured.

  `captureCallstacksOnlyDraws`

    When capturing CPU callstacks, only capture them from drawcalls. This option does nothing if `captureCallstacks` is not enabled.

    Default - disabled

    `True` - Only captures callstacks for drawcall type API events.

    `False` - Callstacks, if enabled, are captured for every event.

  `debugOutputMute`

    Mute API debugging output when the API validation mode option is enabled.

    Default - enabled

    `True` - Mute any API debug messages from being displayed or passed through.

    `False` - API debugging is displayed as normal.

  `delayForDebugger`

    Specify a delay in seconds to wait for a debugger to attach, after creating or injecting into a process, before continuing to allow it to run.

    `0` indicates no delay, and the process will run immediately after injection.

    Default - 0 seconds

  `hookIntoChildren`

    Hooks any system API calls that create child processes, and injects RenderDoc into them recursively with the same options.

    Default - disabled

    `True` - Hooks into spawned child processes.

    `False` - Child processes are not hooked by RenderDoc.

  `refAllResources`

    By default RenderDoc only includes resources in the final logfile necessary for that frame, this allows you to override that behaviour.

    Default - disabled

    `True` - all live resources at the time of capture are included in the log and available for inspection.

    `False` - only the resources referenced by the captured frame are included.

  `verifyBufferAccess`

    Verify buffer access. This includes checking the memory returned by a Map() call to detect any out-of-bounds modification, as well as initialising buffers with undefined contents to a marker value to catch use of uninitialised memory.

    Note

    This option is only valid for OpenGL and D3D11. Explicit APIs such as D3D12 and Vulkan do not do the same kind of interception & checking and undefined contents are really undefined.

    Default - disabled

    `True` - Verify buffer access.

    `False` - No verification is performed, and overwriting bounds may cause crashes or corruption in RenderDoc.

class `renderdoc.``MeshFormat`

  Contains the details of a single element of data (such as position or texture co-ordinates) within a mesh.

  `baseVertex`

    For indexed meshes, a value added to each index before using it to read the vertex.

  `farPlane`

    The far plane for the projection matrix.

  `format`

    The `ResourceFormat` describing this mesh component.

  `indexByteOffset`

    The offset in bytes where the indices start in idxbuf.

  `indexByteStride`

    The width in bytes of each index. Valid values are 1 (depending on API), 2 or 4.

  `indexResourceId`

    The `ResourceId` of the index buffer that goes with this mesh element.

  `instStepRate`

    The number of instances to render with the same value. See `instanced`.

  `instanced`

    `True` if this mesh element comes from instanced data. See `instStepRate`.

  `meshColor`

    The color to use for rendering the wireframe of this mesh element, as a `FloatVector`.

  `nearPlane`

    The near plane for the projection matrix.

  `numIndices`

    The number of vertices in the mesh.

  `showAlpha`

    `True` if the alpha component of this element should be used.

  `topology`

    The `Topology` that describes the primitives in this mesh.

  `unproject`

    `True` if this mesh element contains post-projection positional data.

  `vertexByteOffset`

    The offset in bytes to the start of the vertex data.

  `vertexByteStride`

    The stride in bytes between the start of one vertex and the start of another.

  `vertexResourceId`

    The `ResourceId` of the vertex buffer containing this mesh element.

class `renderdoc.``MeshDisplay`

  Describes how to render a mesh preview of one or more meshes. Describes the camera configuration as well as what options to use when rendering both the current mesh, and any other auxilliary meshes.

  `NoHighlight`

    Value for `highlightVert` if no vertex should be highlighted.

  `aspect`

    The aspect ratio to use when calculating a perspective projection matrix.

  `cam`

    The `Camera` to use when rendering all of the meshes.

  `curInstance`

    The index of the currently selected instance in the drawcall.

  `curView`

    The index of the currently selected multiview view in the drawcall.

  `fov`

    The field of view to use when calculating a perspective projection matrix.

  `highlightVert`

    The index of the vertex to highlight, or `NoHighlight` to select no vertex.

  `maxBounds`

    The maximum co-ordinates in each axis of the mesh bounding box.

  `minBounds`

    The minimum co-ordinates in each axis of the mesh bounding box.

  `ortho`

    `True` if the projection matrix to use when unprojecting vertex positions is orthographic.

  `position`

    The `MeshFormat` of the position data for the mesh.

  `second`

    The `MeshFormat` of the secondary data for the mesh, if used for solid shading.

  `showAllInstances`

    `True` if all instances in the drawcall should be drawn as secondary meshes.

  `showBBox`

    `True` if the bounding box around the mesh should be rendered.

  `showPrevInstances`

    `True` if all previous instances in the drawcall should be drawn as secondary meshes.

  `showWholePass`

    `True` if all draws in the current pass up to the current draw should be drawn as secondary meshes.

  `solidShadeMode`

    The `solid shading mode` to use when rendering the current mesh.

  `type`

    The `MeshDataStage` where this mesh data comes from.

  `wireframeDraw`

    `True` if the wireframe of the mesh should be rendered as well as solid shading.

class `renderdoc.``TextureDisplay`

  Describes how to render a texture preview of an image. Describes the zoom and pan settings for the texture when rendering on a particular output, as well as the modification and selection of a particular subresource (such as array slice, mip or multi-sampled sample).

  `ResolveSamples`

    Value for `sampleIdx` if the samples should be averaged.

  `alpha`

    `True` if the alpha channel should be visible. If enabled with any of RGB, the texture will be blended to the background color or checkerboard.

    If only one channel is selected, it will be rendered in grayscale

  `backgroundColor`

    The background color to use behind the texture display.

    If set to (0, 0, 0, 0) the global checkerboard colors are used.

  `blue`

    `True` if the blue channel should be visible.

    If only one channel is selected, it will be rendered in grayscale

  `customShaderId`

    The `ResourceId` of a custom shader to use when rendering.

    See `ReplayController.BuildCustomShader()` for creating an appropriate custom shader.

  `decodeYUV`

    `True` if the texture should be decoded as if it contains YUV data.

  `flipY`

    `True` if the texture should be flipped vertically when rendering.

  `green`

    `True` if the green channel should be visible.

    If only one channel is selected, it will be rendered in grayscale

  `hdrMultiplier`

    If `>= 0.0` the RGBA values will be viewed as HDRM with this as the multiplier.

  `linearDisplayAsGamma`

    `True` if the texture should be interpreted as gamma.

    See the FAQ entry.

  `mip`

    Select the mip of the texture to display.

  `overlay`

    Selects a `DebugOverlay` to draw over the top of the texture.

  `rangeMax`

    The value in each channel to map to the white point.

  `rangeMin`

    The value in each channel to map to the black point.

  `rawOutput`

    `True` if the rendered image should be as close as possible in value to the input.

    This is primarily useful when rendering to a floating point target for retrieving pixel data from the input texture in cases where it isn’t easy to directly fetch the input texture data.

  `red`

    `True` if the red channel should be visible.

    If only one channel is selected, it will be rendered in grayscale

  `resourceId`

    The `ResourceId` of the texture to display.

  `sampleIdx`

    Select the sample of the texture to display if it’s a multi-sampled texture.

    If this is set to `ResolveSamples` then a default resolve will be performed that averages all samples.

  `scale`

    The scale to apply to the texture when rendering as a floating point value.

    `1.0` corresponds to `100%`

  `sliceFace`

    Select the slice or face of the texture to display if it’s an array, 3D, or cube tex.

  `typeHint`

    An optional `CompType` hint to use when displaying a typeless texture.

  `xOffset`

    The offset to pan in the X axis.

  `yOffset`

    The offset to pan in the Y axis.

class `renderdoc.``TextureComponentMapping`

  How to map components to normalised `[0, 255]` for saving to 8-bit file formats.

  `blackPoint`

    The value that should be mapped to `0`

  `whitePoint`

    The value that should be mapped to `255`

class `renderdoc.``TextureSampleMapping`

  How to map multisampled textures for saving to non-multisampled file formats.

  `ResolveSamples`

    Value for `sampleIndex` if the samples should be averaged.

  `mapToArray`

    `True` if the samples should be mapped to array slices. A multisampled array expands each slice in-place, so it would be slice 0: sample 0, slice 0: sample 1, slice 1: sample 0, etc.

    This then follows the mapping for array slices as with any other array texture. `sampleIndex` is ignored.

  `sampleIndex`

    If `mapToArray` is `False` this selects which sample should be extracted to treat as a normal 2D image. If set to `ResolveSamples` then instead there’s a default average resolve.

class `renderdoc.``TextureSliceMapping`

  How to map array textures for saving to non-arrayed file formats.

  If `sliceIndex` is -1, `cubeCruciform` == `slicesAsGrid` == `False` and the file format doesn’t support saving all slices, only slice 0 is saved.

  `cubeCruciform`

    Write out 6 slices in a cruciform pattern:

             +----+
             | +y |
             |    |
        +----+----+----+----+
        | -x | +z | +x | -z |
        |    |    |    |    |
        +----+----+----+----+
             | -y |
             |    |
             +----+

    With the gaps filled in with transparent black.

  `sliceGridWidth`

    The width of a grid if `slicesAsGrid` is `True`.

  `sliceIndex`

    Selects the (depth/array) slice to save.

    If this is -1, then all slices are written out as detailed below. This is only supported in formats that don’t support slices natively, and will be done in RGBA8.

  `slicesAsGrid`

    If `True`, write out the slices as a 2D grid with the width given in `sliceGridWidth`. Any empty slices in the grid are written as transparent black.

class `renderdoc.``TextureSave`

  Describes a texture to save and how to map it to the destination file format.

  `alpha`

    Controls handling of alpha channel, mostly relevant for file formats that without alpha.

    It is an `AlphaMapping` that controls what behaviour to use.

  `alphaCol`

    The background color if `alpha` is set to `AlphaMapping.BlendToColor`

  `channelExtract`

    Selects a single component out of a texture to save as grayscale, or -1 to save all.

  `comp`

    Controls black/white point mapping for output formats that are normal `8-bit SRGB`, values are

  `destType`

    The `FileType` to use when saving to the destination file.

  `jpegQuality`

    The quality to use when saving to a `JPG` file. Valid values are between 1 and 100.

  `mip`

    Selects the mip to be written out.

    If set to `-1` then all mips are written, where allowed by file format. If not allowed, mip 0 is written

  `resourceId`

    The `ResourceId` of the texture to save.

  `sample`

    Controls mapping for multisampled textures (ignored if texture is not multisampled)

  `slice`

    Controls mapping for arrayed textures (ignored if texture is not arrayed)

  `typeHint`

    An optional `CompType` hint to use when saving a typeless texture.

class `renderdoc.``NewCaptureData`

  Information about the a new capture created by the target.

  `api`

    The API used for this capture, if available.

    Note

    May be empty if running with an older version of RenderDoc

  `captureId`

    An identifier to use to refer to this capture.

  `frameNumber`

    The frame number that this capture came from.

  `local`

    `True` if the target is running on the local system.

  `path`

    The local path on the target system where the capture is saved.

  `thumbHeight`

    The height of the image contained in `thumbnail`.

  `thumbWidth`

    The width of the image contained in `thumbnail`.

  `thumbnail`

    The raw bytes that contain the capture thumbnail, as RGB8 data.

  `timestamp`

    The time the capture was created, as a unix timestamp in UTC.

class `renderdoc.``APIUseData`

  Information about the API that the target is using.

  `name`

    The name of the API.

  `presenting`

    `True` if the API is presenting to a swapchain

  `supported`

    `True` if the API can be captured.

class `renderdoc.``BusyData`

  Information about why the target is busy.

  `clientName`

    The name of the client currently connected to the target.

class `renderdoc.``NewChildData`

  Information about a new child process spawned by the target.

  `ident`

    The ident where the new child’s target control is active.

  `processId`

    The PID (Process ID) of the new child.

class `renderdoc.``TargetControlMessage`

  A message from a target control connection.

  `apiUse`

    The `API use data`.

  `busy`

    The `busy signal data`.

  `capProgress`

    The progress of an on-going capture.

    When valid, will be in the range of 0.0 to 1.0 (0 - 100%). If not valid when a capture isn’t going or has finished, it will be -1.0

  `capturableWindowCount`

    The number of the capturable windows

  `newCapture`

    The `new capture data`.

  `newChild`

    The `new child process data`.

  `type`

    The `type` of message received

class `renderdoc.``EnvironmentModification`

  A modification to a single environment variable.

  `mod`

    The `modification` to use.

  `name`

    The name of the environment variable.

  `sep`

    The `separator` to use if needed.

  `value`

    The value to use with the modification specified in `mod`.

class `renderdoc.``CaptureFileFormat`

  The format for a capture file either supported to read from, or export to

  `convertSupported`

    Indicates whether captures or structured data can be saved out in this format.

  `description`

    A human readable long-form description of the file format.

  `extension`

    The file of the format as a single minimal string, e.g. `rdc`.

  `name`

    A human readable short phrase naming the file format.

  `openSupported`

    Indicates whether or not files in this format can be opened and processed as structured data.

  `requiresBuffers`

    Indicates whether exporting to this format requires buffers or just structured data. If it doesn’t require buffers then it can be exported directly from an opened capture, which by default has structured data but no buffers available.

class `renderdoc.``FloatVector`

  A floating point four-component vector

  `w`

    The w component.

  `x`

    The x component.

  `y`

    The y component.

  `z`

    The z component.

class `renderdoc.``PathEntry`

  Properties of a path on a remote filesystem.

  `filename`

    The filename of this path. This contains only the filename, not the full path.

  `flags`

    The `PathProperty` flags for this path.

  `lastmod`

    The last modified date of this path, as a unix timestamp in UTC.

  `size`

    The size of the path in bytes.

class `renderdoc.``SectionProperties`

  Properties of a section in a renderdoc capture file.

  `compressedSize`

    The number of bytes of data in this section when compressed on disk.

  `flags`

    The flags describing how this section is stored.

  `name`

    The name of this section.

  `type`

    The type of this section, if it is a known pre-defined section.

  `uncompressedSize`

    The number of bytes of data contained in this section, once uncompressed.

  `version`

    The version of this section - the meaning of which is up to the type.

class `renderdoc.``ResourceFormat`

  Description of the format of a resource or element.

  `BGRAOrder`()

    Returns: | `True` if the components are to be read in `BGRA` order.
    Return type: | `bool`

  `Name`()

    Returns: | The name of the format.
    Return type: | `str`

  `SRGBCorrected`()

    Equivalent to checking if `compType` is `CompType.UNormSRGB`

    Returns: | `True` if the components are SRGB corrected on read and write.
    Return type: | `bool`

  `SetBGRAOrder`(flag)

    Set BGRA order flag. See `BGRAOrder()`.

    Parameters: | flag (bool) – The new flag value.

  `SetYUVPlaneCount`(planes)

    Set number of YUV planes. See `YUVPlaneCount()`.

    Invalid values will result in 1 being set.

    Parameters: | planes (int) – The new number of YUV planes.

  `SetYUVSubsampling`(subsampling)

    Set YUV subsampling rate. See `YUVSubsampling()`.

    The value should be e.g. 444 for 4:4:4 or 422 for 4:2:2. Invalid values will result in 0 being set.

    Parameters: | subsample (int) – The new subsampling rate.

  `Special`()

    Returns: | `True` if the `ResourceFormat` is a ‘special’ non-regular type.
    Return type: | `bool`

  `YUVPlaneCount`()

    Get the number of planes for a YUV format. Only valid when `type` is a YUV format like `ResourceFormatType.YUV8`.

    For other formats, 1 is returned.

    Returns: | The number of planes
    Return type: | `int`

  `YUVSubsampling`()

    Get the subsampling rate for a YUV format. Only valid when `type` is a YUV format like `ResourceFormatType.YUV8`.

    For other formats, 0 is returned.

    Returns: | The subsampling rate, e.g. 444 for 4:4:4 or 420 for 4:2:0
    Return type: | `int`

  `compByteWidth`

    The width in bytes of each component.

  `compCount`

    The number of components in each element.

  `compType`

    The `type` of each component.

  `type`

    Set number of YUV planes. See `YUVPlaneCount()`.

    Invalid values will result in 1 being set.

    Parameters: | planes (int) – The new number of YUV planes.

class `renderdoc.``TextureFilter`

  The details of a texture filter in a sampler.

  `filter`

    The `FilterFunction` to apply after interpolating values.

  `magnify`

    The `FilterMode` to use when magnifying the texture.

  `minify`

    The `FilterMode` to use when minifying the texture.

  `mip`

    The `FilterMode` to use when interpolating between mips.

class `renderdoc.``ResourceDescription`

  A description of any type of resource.

  `SetCustomName`(givenName)

    Utility function for setting up a custom name to overwrite the auto-generated one.

    Parameters: | givenName (str) – The custom name to use.

  `autogeneratedName`

    `True` if `name` was just autogenerated based on the ID, not assigned a human-readable name by the application.

  `derivedResources`

    The `ResourceId` of any derived resources, such as resource views or aliases.

    Can be empty if there are no derived resources.

    This is the inverse of `parentResources` in a potentially many:many relationship, but typically it is one parent to many derived.

  `initialisationChunks`

    The chunk indices in the structured file that initialised this resource.

    This will at least contain the first call that created it, but may contain other auxilliary calls.

  `name`

    The name given to this resource.

  `parentResources`

    The `ResourceId` of parent resources, of which this is derived.

    Can be empty if there are no parent resources.

    This is the inverse of `derivedResources` in a potentially many:many relationship, but typically it is one parent to many derived.

  `resourceId`

    The unique `ResourceId` that identifies this resource.

  `type`

    The `ResourceType` of the resource.

class `renderdoc.``BufferDescription`

  A description of a buffer resource.

  `creationFlags`

    The way this buffer will be used in the pipeline.

  `length`

    The byte length of the buffer.

  `resourceId`

    The unique `ResourceId` that identifies this buffer.

class `renderdoc.``TextureDescription`

  A description of a texture resource.

  `arraysize`

    How many array elements this texture has, will be at least 1.

  `byteSize`

    How many bytes would be used to store this texture and all its mips/slices.

  `creationFlags`

    The way this texture will be used in the pipeline.

  `cubemap`

    `True` if this texture is used as a cubemap or cubemap array.

  `depth`

    The depth of the texture, or 1 if not applicable.

  `dimension`

    The base dimension of the texture - either 1, 2, or 3.

  `format`

    The `ResourceFormat` that describes the format of each pixel in the texture.

  `height`

    The height of the texture, or 1 if not applicable.

  `mips`

    How many mips this texture has, will be at least 1.

  `msQual`

    The quality setting of this texture, or 0 if not applicable.

  `msSamp`

    How many multisampled samples this texture has, will be at least 1.

  `resourceId`

    The unique `ResourceId` that identifies this texture.

  `type`

    The `TextureType` of the texture.

  `width`

    The width of the texture, or length for buffer textures.

class `renderdoc.``APIEvent`

  An individual API-level event, generally corresponds one-to-one with an API call.

  `callstack`

    A list of addresses in the CPU callstack where this function was called.

  `chunkIndex`

    The chunk index for this function call in the structured file.

  `eventId`

    The API event’s Event ID.

    This is a 1-based count of API events in the capture. The eventId is used as a reference point in many places in the API to represent where in the capture the ‘current state’ is, and to perform analysis in reference to the state at a particular point in the frame.

    eventIds are always increasing and positive, but they may not be contiguous - in some circumstances there may be gaps if some events are consumed entirely internally, such as debug marker pops which only modify the internal drawcall tree structures.

    Also eventIds may not correspond directly to an actual function call - sometimes a function such as a multi draw indirect will be one function call that expands to multiple events to allow inspection of results part way through the multi draw.

  `fileOffset`

    A byte offset in the data stream where this event happens.

    Note

    This should only be used as a relative measure, it is not a literal number of bytes from the start of the file on disk.

class `renderdoc.``DebugMessage`

  A debugging message from the API validation or internal analysis and error detection.

  `category`

    The `category` of this debug message.

  `description`

    The string contents of the message.

  `eventId`

    The `eventId` where this debug message was found.

  `messageID`

    An ID that identifies this particular debug message uniquely.

  `severity`

    The `severity` of this debug message.

  `source`

    The `source` of this debug message.

class `renderdoc.``BucketRecordType`

  The type of bucketing method for recording statistics.

  `Linear`

    Each bucket contains a fixed number of elements. The highest bucket also accumulates any values too high for any of the buckets.

  `Pow2`

    Each bucket holds twice as many elements as the previous one, with the first bucket containing just 1 (bucket index is `log2(value)`).

class `renderdoc.``ConstantBindStats`

  Contains the statistics for constant binds in a frame.

  `BucketType`

    The type of buckets being used. See `BucketRecordType`.

  `BucketCount`

    How many buckets there are in the arrays.

  `bindslots`

    A list where the Nth element contains the number of calls that bound N buffers.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

  `sizes`

    A `bucketed` list over the sizes of buffers bound.

class `renderdoc.``SamplerBindStats`

  Contains the statistics for sampler binds in a frame.

  `bindslots`

    A list where the Nth element contains the number of calls that bound N samplers.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

class `renderdoc.``ResourceBindStats`

  Contains the statistics for resource binds in a frame.

  `bindslots`

    A list where the Nth element contains the number of calls that bound N resources.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

  `types`

    A list with one element for each type in `TextureType`.

    The Nth element contains the number of times a resource of that type was bound.

class `renderdoc.``ResourceUpdateStats`

  Contains the statistics for resource updates in a frame.

  `BucketType`

    The type of buckets being used. See `BucketRecordType`.

  `BucketCount`

    How many buckets there are in the arrays.

  `calls`

    How many function calls were made.

  `clients`

    How many of `calls` were mapped pointers written by the CPU.

  `servers`

    How many of `calls` were batched updates written in the command queue.

  `sizes`

    A `bucketed` list over the number of bytes in the update.

  `types`

    A list with one element for each type in `TextureType`.

    The Nth element contains the number of times a resource of that type was updated.

class `renderdoc.``DrawcallStats`

  Contains the statistics for draws in a frame.

  `BucketType`

    The type of buckets being used. See `BucketRecordType`.

  `BucketSize`

    How many elements each bucket contains.

  `BucketCount`

    How many buckets there are in the arrays.

  `calls`

    How many draw calls were made.

  `counts`

    A `bucketed` list over the number of instances in the draw.

  `indirect`

    How many of `calls` were indirect.

  `instanced`

    How many of `calls` were instanced.

class `renderdoc.``DispatchStats`

  Contains the statistics for compute dispatches in a frame.

  `calls`

    How many dispatch calls were made.

  `indirect`

    How many of `calls` were indirect.

class `renderdoc.``IndexBindStats`

  Contains the statistics for index buffer binds in a frame.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

class `renderdoc.``VertexBindStats`

  Contains the statistics for vertex buffer binds in a frame.

  `bindslots`

    A list where the Nth element contains the number of calls that bound N vertex buffers.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

class `renderdoc.``LayoutBindStats`

  Contains the statistics for vertex layout binds in a frame.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

class `renderdoc.``ShaderChangeStats`

  Contains the statistics for shader binds in a frame.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `redundants`

    How many calls made no change due to the existing bind being identical.

  `sets`

    How many objects were bound.

class `renderdoc.``BlendStats`

  Contains the statistics for blend state binds in a frame.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `redundants`

    How many calls made no change due to the existing bind being identical.

  `sets`

    How many objects were bound.

class `renderdoc.``DepthStencilStats`

  Contains the statistics for depth stencil state binds in a frame.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `redundants`

    How many calls made no change due to the existing bind being identical.

  `sets`

    How many objects were bound.

class `renderdoc.``RasterizationStats`

  Contains the statistics for rasterizer state binds in a frame.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `rects`

    A list where the Nth element contains the number of calls that bound N scissor rects.

  `redundants`

    How many calls made no change due to the existing bind being identical.

  `sets`

    How many objects were bound.

  `viewports`

    A list where the Nth element contains the number of calls that bound N viewports.

class `renderdoc.``OutputTargetStats`

  Contains the statistics for output merger or UAV binds in a frame.

  `bindslots`

    A list where the Nth element contains the number of calls that bound N targets.

  `calls`

    How many function calls were made.

  `nulls`

    How many objects were unbound.

  `sets`

    How many objects were bound.

class `renderdoc.``FrameStatistics`

  Contains all the available statistics about the captured frame.

  Currently this information is only available on D3D11 and is fairly API-centric.

  `blends`

    Information about blend state binds.

  `constants`

    A list of constant buffer bind statistics, one per each `stage`.

  `depths`

    Information about depth-stencil state binds.

  `dispatches`

    Information about compute dispatches.

  `draws`

    Information about drawcalls.

  `indices`

    Information about index buffer binds.

  `layouts`

    Information about vertex layout binds.

  `outputs`

    Information about output merger and UAV binds.

  `rasters`

    Information about rasterizer state binds.

  `recorded`

    `True` if the statistics in this structure are valid.

  `resources`

    A list of resource bind statistics, one per each `stage`.

  `samplers`

    A list of sampler bind statistics, one per each `stage`.

  `shaders`

    A list of shader bind statistics, one per each `stage`.

  `updates`

    Information about resource contents updates.

  `vertices`

    Information about vertex buffer binds.

class `renderdoc.``FrameDescription`

  Contains frame-level global information

  `captureTime`

    The time when the capture was created, as a unix timestamp in UTC.

  `compressedFileSize`

    The total file size of the whole capture in bytes, before decompression.

  `debugMessages`

    A list of debug messages that are not associated with any particular event.

  `fileOffset`

    The offset into the file of the start of the frame.

    Note

    Similarly to `APIEvent.fileOffset` this should only be used as a relative measure, as it is not a literal number of bytes from the start of the file on disk.

  `frameNumber`

    Starting from frame #1 defined as the time from application startup to first present, this counts the frame number when the capture was made.

    Note

    This value is only accurate if the capture was triggered through the default mechanism, if it was triggered from the application API it doesn’t correspond to anything.

  `initDataSize`

    The byte size of the section of the file that contains frame-initial contents.

  `persistentSize`

    The byte size of the section of the file that must be kept in memory persistently.

  `stats`

    The `frame statistics`.

  `uncompressedFileSize`

    The total file size of the whole capture in bytes, after decompression.

class `renderdoc.``EventUsage`

  Describes a particular use of a resource at a specific `eventId`.

  `eventId`

    The `eventId` where this usage happened.

  `usage`

    The `ResourceUsage` in question.

  `view`

    An optional `ResourceId` identifying the view through which the use happened.

class `renderdoc.``DrawcallDescription`

  Describes the properties of a drawcall, dispatch, debug marker, or similar event.

  `Reset`()

    Resets the drawcall back to a default/empty state.

  `baseVertex`

    For indexed drawcalls, the offset added to each index after fetching.

  `children`

    A list of `DrawcallDescription` child drawcalls.

  `copyDestination`

    The `ResourceId` identifying the destination object in a copy, resolve or blit operation.

  `copySource`

    The `ResourceId` identifying the source object in a copy, resolve or blit operation.

  `depthOut`

    The resource used for depth output - see `outputs`.

  `dispatchBase`

    The 3D base offset of the workgroup ID if the call allows an override, or 0 if not.

  `dispatchDimension`

    The 3D number of workgroups to dispatch in a dispatch call.

  `dispatchThreadsDimension`

    The 3D size of each workgroup in threads if the call allows an override, or 0 if not.

  `drawIndex`

    The index of this draw in an call with multiple draws, e.g. an indirect draw.

    0 if not part of a multi-draw.

  `drawcallId`

    A 1-based index of this drawcall relative to other drawcalls.

  `eventId`

    The `eventId` that actually produced the drawcall.

  `events`

    A list of the `APIEvent` events that happened since the previous drawcall.

  `flags`

    A set of `DrawFlags` properties describing what kind of drawcall this is.

  `indexByteWidth`

    The width in bytes of each index.

    Valid values are 1 (depending on API), 2 or 4, or 0 if the drawcall is not an indexed draw.

  `indexOffset`

    For indexed drawcalls, the first index to fetch from the index buffer.

  `instanceOffset`

    For instanced drawcalls, the offset applied before looking up instanced vertex inputs.

  `markerColor`

    A RGBA color specified by a debug marker call.

  `name`

    The name of this drawcall. Typically a summarised/concise list of parameters.

    Note

    For drawcalls, the convention is to list primary parameters (vertex/index count, instance count) and omit secondary parameters (vertex offset, instance offset).

  `next`

    The next drawcall in the frame, or `None` if this is the last drawcall in the frame.

  `numIndices`

    The number of indices or vertices as appropriate for the drawcall. 0 if not used.

  `numInstances`

    The number of instances for the drawcall. 0 if not used.

  `outputs`

    A simple list of the `ResourceId` ids for the color outputs, which can be used for very coarse bucketing of drawcalls into similar passes by their outputs.

  `parent`

    The parent of this drawcall, or `None` if there is no parent for this drawcall.

  `previous`

    The previous drawcall in the frame, or `None` if this is the first drawcall in the frame.

  `topology`

    The `Topology` used in this drawcall.

  `vertexOffset`

    For non-indexed drawcalls, the offset applied before looking up each vertex input.

class `renderdoc.``APIProperties`

  Gives some API-specific information about the capture.

  `degraded`

    `True` if the capture was loaded successfully but running in a degraded mode - e.g. with software rendering, or with some functionality disabled due to lack of support.

  `localRenderer`

    The `GraphicsAPI` used to render the log. For remote replay this could be different to the above, and lets the UI make decisions e.g. to flip rendering of images.

  `pipelineType`

    The `GraphicsAPI` of the actual log/capture.

  `rgpCapture`

    `True` if the driver and system are configured to allow creating RGP captures.

  `shadersMutable`

    `True` if the driver mutates shader reflection structures from event to event. Currently this is only true for OpenGL where the superfluous indirect in the binding model must be worked around by re-sorting bindings.

  `vendor`

    The `GPUVendor` of the active GPU being used.

class `renderdoc.``DriverInformation`

  Gives information about the driver for this API.

  `vendor`

    The `GPUVendor` that provides this driver

  `version`

    The version string for the driver

class `renderdoc.``Uuid`

  A 128-bit Uuid.

  `words`

    The Uuid bytes as an array of four 32-bit integers.

class `renderdoc.``CounterDescription`

  Describes a GPU counter’s purpose and result value.

  `category`

    The counter category. Can be empty for uncategorized counters.

  `counter`

    The `GPUCounter` this counter represents.

    Note

    This is stored as an `int` not a `GPUCounter` to allow for values that may not correspond to any of the predefined values if it’s a hardware-specific counter value.

  `description`

    If available, a longer human-readable description of the value this counter measures.

  `name`

    A short human-readable name for the counter.

  `resultByteWidth`

    The number of bytes in the resulting value.

  `resultType`

    The `type of value` returned by this counter.

  `unit`

    The `CounterUnit` for the result value.

  `uuid`

    The `Uuid` of this counter, which uniquely identifies it.

class `renderdoc.``CounterValue`

  A resulting value from a GPU counter. Only one member is valid, see `CounterDescription`.

  `d`

    A `double` value.

  `f`

    A `float` value.

  `u32`

    A 32-bit unsigned integer.

  `u64`

    A 64-bit unsigned integer.

class `renderdoc.``CounterResult`

  The resulting value from a counter at an event.

  `counter`

    The `counter` that produced this value, stored as an int.

    Note

    This is stored as an `int` not a `GPUCounter` to allow for values that may not correspond to any of the predefined values if it’s a hardware-specific counter value.

  `eventId`

    The `eventId` that produced this value.

  `value`

    The value itself.

class `renderdoc.``PixelValue`

  The contents of an RGBA pixel.

  `floatValue`

    The RGBA value interpreted as `float`.

  `intValue`

    The RGBA value interpreted as 32-bit signed integer.

  `uintValue`

    The RGBA value interpreted as 32-bit unsigned integer.

class `renderdoc.``ModificationValue`

  The value of pixel output at a particular event.

  `col`

    The color value.

  `depth`

    The depth output, as a `float`.

  `stencil`

    The stencil output, or `-1` if not available.

class `renderdoc.``PixelModification`

  An attempt to modify a pixel by a particular event.

  `Passed`()

    Determine if this fragment passed all tests and wrote to the texture.

    Returns: | `True` if it passed all tests, `False` if it failed any.
    Return type: | `bool`

  `backfaceCulled`

    `True` if the backface culling test eliminated this fragment.

  `depthClipped`

    `True` if depth near/far clipping eliminated this fragment.

  `depthTestFailed`

    `True` if depth testing eliminated this fragment.

  `directShaderWrite`

    `True` if this event came as part of an arbitrary shader write.

  `eventId`

    The `eventId` where the modification happened.

  `fragIndex`

    A 0-based index of which fragment this modification corresponds to, in the case that multiple fragments from a single draw wrote to a pixel.

  `postMod`

    The `ModificationValue` of the texture after this fragment ran.

  `preMod`

    The `ModificationValue` of the texture before this fragment ran.

    This is valid only for the first fragment if multiple fragments in the same event write to the same pixel.

  `predicationSkipped`

    `True` if predicated rendering skipped this call.

  `primitiveID`

    The primitive that generated this fragment.

  `sampleMasked`

    `True` if the sample mask eliminated this fragment.

  `scissorClipped`

    `True` if scissor clipping eliminated this fragment.

  `shaderDiscarded`

    `True` if the pixel shader executed a discard on this fragment.

  `shaderOut`

    The `ModificationValue` that this fragment wrote from the pixel shader.

  `stencilTestFailed`

    `True` if stencil testing eliminated this fragment.

  `unboundPS`

    `True` if no pixel shader was bound at this event.

  `viewClipped`

    `True` if viewport clipping eliminated this fragment.

class `renderdoc.``Thumbnail`

  Contains the bytes and metadata describing a thumbnail.

  `data`

    The `bytes` byte array containing the raw data.

  `height`

    The height of the thumbnail image.

  `type`

    The `FileType` of the data in the thumbnail.

  `width`

    The width of the thumbnail image.

class `renderdoc.``SectionType`

  The types of several pre-defined and known sections. This allows consumers of the API to recognise and understand the contents of the section.

  Note that sections above the highest value here may be encountered if they were written in a new version of RenderDoc that addes a new section type. They should be considered equal to `Unknown` by any processing.

  `Unknown`

    An unknown section - any custom or non-predefined section will have this type.

  `FrameCapture`

    This section contains the actual captured frame, in RenderDoc’s internal chunked representation. The contents can be fetched as structured data with or without replaying the frame.

    The name for this section will be “renderdoc/internal/framecapture”.

  `ResolveDatabase`

    This section contains platform-specific data used to resolve callstacks.

    The name for this section will be “renderdoc/internal/resolvedb”.

  `Bookmarks`

    This section contains a JSON document with bookmarks added to the capture to highlight important events.

    The name for this section will be “renderdoc/ui/bookmarks”.

  `Notes`

    This section contains a JSON document with free-form information added for human consumption, e.g. details about how the capture was obtained with repro steps in the original program, or with driver and machine info.

    The name for this section will be “renderdoc/ui/notes”.

  `ResourceRenames`

    This section contains a JSON document with custom names applied to resources in the UI, over and above any friendly names specified in the capture itself.

    The name for this section will be “renderdoc/ui/resrenames”.

  `AMDRGPProfile`

    This section contains a .rgp profile from AMD’s RGP tool, which can be extracted and loaded.

    The name for this section will be “amd/rgp/profile”.

  `ExtendedThumbnail`

    This section contains a thumbnail in format other than JPEG. For example, when it needs to be lossless.

    The name for this section will be “renderdoc/internal/exthumb”.

class `renderdoc.``RegisterType`

  Represents the type of register a local variable maps to.

  `Undefined`

    No defined register.

  `Input`

    An input register.

  `Temporary`

    A normal temporary register.

  `IndexedTemporary`

    An indexed temporary register.

  `Output`

    An output register.

class `renderdoc.``VarType`

  Represents the base type of a shader variable in debugging or constant blocks.

  `Float`

    A single-precision (32-bit) floating point value.

  `Double`

    A double-precision (64-bit) floating point value.

  `Half`

    A half-precision (16-bit) floating point value.

  `SInt`

    A signed 32-bit integer value.

  `UInt`

    An unsigned 32-bit integer value.

  `SShort`

    A signed 16-bit integer value.

  `UShort`

    An unsigned 16-bit integer value.

  `SLong`

    A signed 64-bit integer value.

  `ULong`

    An unsigned 64-bit integer value.

  `SByte`

    A signed 8-bit integer value.

  `UByte`

    An unsigned 8-bit integer value.

  `Unknown`

    An unknown type.

class `renderdoc.``CompType`

  Represents the component type of a channel in a texture or element in a structure.

  `Typeless`

    A component that has no concrete type.

  `Float`

    A single-precision (32-bit) floating point value. This is an IEEE float with 1 sign bit, 8 bits of exponent and 23 bits of mantissa.

  `UNorm`

    An unsigned normalised floating point value. This is converted by dividing the input value by the maximum representable unsigned integer value, to produce a value in the range `[0, 1]`

  `SNorm`

    A signed normalised floating point value in range. This is converted by dividing the input value by the maximum representable positive signed integer value, to produce a value in the range `[-1, 1]`. As a special case, the maximum negative signed integer is also mapped to `-1` so there are two representations of -1. This means there is only one `0` value and that there is the same range of available values for positive and negative values.

    For example, signed 16-bit integers range from `-32768` to `+32767`. `-32768` is mapped to `-1`, and then any other value is divided by `32767` giving an equal set of values in the range `[-1, 0]` as in the range `[0, 1]`.

  `UInt`

    An unsigned integer value.

  `SInt`

    A signed integer value.

  `UScaled`

    An unsigned scaled floating point value. This is converted from the input unsigned integer without any normalisation as with `UNorm`, so the resulting values range from `0` to the maximum unsigned integer value `2^N - 1`.

  `SScaled`

    A signed scaled floating point value. This is converted from the input unsigned integer without any normalisation as with `SNorm`, so the resulting values range from the minimum signed integer value `-2^(N-1)` to the maximum signed integer value `2^(N-1) - 1`.

  `Depth`

    An opaque value storing depth information, either `unsigned normalised` or `floating point`.

  `Double`

    A double-precision (64-bit) floating point value.

  `UNormSRGB`

    Similar to `UNorm` normalised between the minimum and maximum unsigned values to `0.0` - `1.0`, but with an sRGB gamma curve applied.

class `renderdoc.``TextureSwizzle`

  A single source component for a destination texture swizzle.

  `Red`

    The Red component.

  `Green`

    The Green component.

  `Blue`

    The Blue component.

  `Alpha`

    The Alpha component.

  `Zero`

    The fixed value `0`.

  `One`

    The fixed value `1`.

class `renderdoc.``AddressMode`

  A texture addressing mode in a single direction (U,V or W).

  `Wrap`

    The texture is tiled at every multiple of 1.0.

  `Mirror`

    The texture is tiled as with `Wrap`, but with the absolute value of the texture co-ordinate.

  `MirrorOnce`

    The texture is mirrored with `Mirror`, but the texture does not tile as with `ClampEdge`.

  `ClampEdge`

    The texture is clamped to the range of `[0.0, 1.0]` and the texture value at each end used.

  `ClampBorder`

    The texture is clamped such that texture co-ordinates outside the range of `[0.0, 1.0]` are set to the border color specified in the sampler.

class `renderdoc.``ResourceType`

  The type of a resource referred to by binding or API usage.

  In some cases there is a little overlap or fudging when mapping API concepts - this is primarily just intended for e.g. fuzzy user filtering or rough categorisation. Precise mapping would require API-specific concepts.

  `Unknown`

    An unknown type of resource.

  `Device`

    A system-level object, typically unique.

  `Queue`

    A queue representing the ability to execute commands in a single stream, possibly in parallel to other queues.

  `CommandBuffer`

    A recorded set of commands that can then be subsequently executed.

  `Texture`

    A texture - one- to three- dimensional, possibly with array layers and mip levels. See `TextureDescription`.

  `Buffer`

    A linear (possibly typed) view of memory. See `BufferDescription`.

  `View`

    A particular view into a texture or buffer, e.g. either accessing the underlying resource through a different type, or only a subset of the resource.

  `Sampler`

    The information regarding how a texture is accessed including wrapping, minification/magnification and other information. The precise details are API-specific and listed in the API state when bound.

  `SwapchainImage`

    A special class of `Texture` that is owned by the swapchain and is used for presentation.

  `Memory`

    An object corresponding to an actual memory allocation, which other resources can then be bound to.

  `Shader`

    A single shader object for any shader stage. May be bound directly, or used to compose into a `PipelineState` depending on the API.

  `ShaderBinding`

    An object that determines some manner of shader binding. Since this varies significantly by API, different concepts used for shader resource binding fall under this type.

  `PipelineState`

    A single object containing all information regarding the current GPU pipeline, containing both shader objects, potentially some shader binding information, and fixed-function state.

  `StateObject`

    A single object encapsulating some amount of related state that can be set together, instead of setting each individual state separately.

  `RenderPass`

    An object related to collecting render pass information together. This may not be an actual explicit render pass object if it doesn’t exist in the API, it may also be a collection of textures in a framebuffer that are bound together to the API for rendering.

  `Query`

    A query for retrieving some kind of feedback from the GPU, either as a fixed number or a boolean value which can be used in predicated rendering.

  `Sync`

    A synchronisation object used for either synchronisation between GPU and CPU, or GPU-to-GPU work.

  `Pool`

    An object which pools together other objects in an opaque way, either for runtime allocation and deallocation, or for caching purposes.

class `renderdoc.``TextureType`

  The dimensionality of a texture binding.

  `Unknown`

    An unknown type of texture.

  `Buffer`

    A texel buffer.

  `Texture1D`

    A 1D texture.

  `Texture1DArray`

    A 1D texture array.

  `Texture2D`

    A 2D texture.

  `TextureRect`

    A rectangle texture, a legacy format for non-power of two textures.

  `Texture2DArray`

    A 2D texture array.

  `Texture2DMS`

    A multi-sampled 2D texture.

  `Texture2DMSArray`

    A multi-sampled 2D texture array.

  `Texture3D`

    A 3D texture.

  `TextureCube`

    A Cubemap texture.

  `TextureCubeArray`

    A Cubemap texture array.

class `renderdoc.``BindType`

  The type of a shader resource bind.

  `Unknown`

    An unknown type of binding.

  `ConstantBuffer`

    A constant or uniform buffer.

  `Sampler`

    A separate sampler object.

  `ImageSampler`

    A combined image and sampler object.

  `ReadOnlyImage`

    An image that can only be sampled from.

  `ReadWriteImage`

    An image that can be read from and written to arbitrarily.

  `ReadOnlyTBuffer`

    A texture buffer that can only be read from.

  `ReadWriteTBuffer`

    A texture buffer that can be read from and written to arbitrarily.

  `ReadOnlyBuffer`

    A buffer that can only be read from, distinct from `ConstantBuffer`.

  `ReadWriteBuffer`

    A buffer that can be read from and written to arbitrarily.

  `InputAttachment`

    An input attachment for reading from the target currently being written.

class `renderdoc.``ShaderBuiltin`

  Annotates a particular built-in input or output from a shader with a special meaning to the hardware or API.

  Some of the built-in inputs or outputs can be declared multiple times in arrays or otherwise indexed to apply to multiple related things - see `ClipDistance`, `CullDistance` and `ColorOutput`.

  `Undefined`

    Undefined built-in or no built-in is attached to this shader variable.

  `Position`

    As an output from the final vertex processing shader stage, this feeds the vertex position to the rasterized. As an input to the pixel shader stage this receives the position from the rasterizer.

  `PointSize`

    An output that controls the size of point primitives.

  `ClipDistance`

    An output for the distance to a user-defined clipping plane. Any pixel with an interpolated value that is negative will not be rasterized. Typically there can be more than one such output.

  `CullDistance`

    An output for the distance to a user-defined culling plane. Any primitive with all vertices having negative values will not be rasterized. Typically there can be more than one such output.

  `RTIndex`

    An output for selecting the render target index in an array to render to. Available in geometry shaders and possibly earlier stages depending on hardware/API capability.

  `ViewportIndex`

    An output for selecting the viewport index to render to. Available in geometry shaders and possibly earlier stages depending on hardware/API capability.

  `VertexIndex`

    An input to the vertex shader listing the vertex index. The exact meaning of this index can vary by API but generally it refers to either a 0-based counter for non-indexed draws, or the index value for indexed draws. It may or may not be affected by offsets, depending on API semantics.

  `PrimitiveIndex`

    A built-in indicating which primitive is being processed. This can be read by all primitive stages after the vertex shader, and written by the geometry shader.

  `InstanceIndex`

    This built-in is defined similar to `VertexIndex` but for instances within an instanced drawcall. It counts from 0 and as with `VertexIndex` it may or may not be affected by drawcall offsets.

  `DispatchSize`

    An input in compute shaders that gives the number of workgroups executed by the dispatch call.

  `DispatchThreadIndex`

    An input in compute shaders giving a 3D shared index across all workgroups, such that the index varies across each thread in the workgroup up to its size, then the indices for workgroup `(0,0,1)` begin adjacent to where workgroup `(0,0,0)` ended.

    This is related to `GroupThreadIndex` and `GroupIndex`.

  `GroupIndex`

    An input in compute shaders giving a 3D index of this current workgroup amongst all workgroups, up to the dispatch size.

    The index is constant across all threads in the workgroup.

    This is related to `GroupThreadIndex` and `DispatchThreadIndex`.

  `GroupFlatIndex`

    An input in compute shaders giving a flat 1D index of the thread within the current workgroup. This index increments first in the `X` dimension, then in the `Y` dimension, then in the `Z` dimension.

  `GroupThreadIndex`

    An input in compute shaders giving a 3D index of this thread within its workgroup, up to the workgroup size.

    The input does not vary between one thread in a workgroup and the same thread in another workgroup.

    This is related to `GroupIndex` and `DispatchThreadIndex`.

  `GSInstanceIndex`

    An input to the geometry shader giving the instance being run, if the geometry shader was setup to be invoked multiple times for each input primitive.

  `OutputControlPointIndex`

    An input to the tessellation control or hull shader giving the output control point index or patch vertex being operated on.

  `DomainLocation`

    An input to the tessellation evaluation or domain shader, giving the normalised location on the output patch where evaluation is occuring. E.g. for triangle output this is the barycentric co-ordinates of the output vertex.

  `IsFrontFace`

    An input to the pixel shader indicating whether or not the contributing triangle was considered front-facing or not according to the API setup for winding order and backface orientation.

  `MSAACoverage`

    An input or an output from the pixel shader. As an input, it specifies a bitmask of which samples in a pixel were covered by the rasterizer. As an output, it specifies which samples in the destination target should be updated.

  `MSAASamplePosition`

    An input to the pixel shader that contains the location of the current sample relative to the pixel, when running the pixel shader at sample frequency.

  `MSAASampleIndex`

    An input to the pixel shader that indicates which sample in the range `0 .. N-1` is currently being processed.

  `PatchNumVertices`

    An input to the tessellation stages, this gives the number of vertices in each patch.

  `OuterTessFactor`

    An output from the tessellation control or hull shader, this determines the level to which the outer edge of each primitive is tessellated by the fixed-function tessellator.

    It is also available for reading in the tessellation evaluation or domain shader.

  `InsideTessFactor`

    Related to `OuterTessFactor` this functions in the same way to determine the tessellation level inside the primitive.

  `ColorOutput`

    An output from the pixel shader, this determines the color value written to the corresponding target. There will be as many color output built-ins as there are targets bound.

  `DepthOutput`

    An output from the pixel shader, writes the depth of this pixel with no restrictions.

    Related to `DepthOutputGreaterEqual` and `DepthOutputLessEqual`.

  `DepthOutputGreaterEqual`

    An output from the pixel shader, writes the depth of this pixel with the restriction that it will be greater than or equal to the original depth produced by the rasterizer.

    Related to `DepthOutput` and `DepthOutputLessEqual`.

  `DepthOutputLessEqual`

    An output from the pixel shader, writes the depth of this pixel with the restriction that it will be less than or equal to the original depth produced by the rasterizer.

    Related to `DepthOutputGreaterEqual` and `DepthOutput`.

  `BaseVertex`

    The first vertex processed in this draw, as specified by the `firstVertex` / `baseVertex` parameter to the draw call.

  `BaseInstance`

    The first instance processed in this draw call, as specified by the `firstInstance` parameter.

  `DrawIndex`

    For indirect or multi-draw commands, the index of this draw call within the overall draw command.

  `StencilReference`

    The stencil reference to be used for stenciling operations on this fragment.

class `renderdoc.``ReplayOutputType`

  The type of `ReplayOutput` to create

  `Headless`

    A headless output that does nothing to display to windows but can still be controlled and queried the same way

  `Texture`

    An output that is used for displaying textures, thumbnails and pixel context

  `Mesh`

    An output that will display mesh data previews

class `renderdoc.``MeshDataStage`

  Describes a particular stage in the geometry transformation pipeline.

  `Unknown`

    Unknown or invalid stage.

  `VSIn`

    The inputs to the vertex shader described by the explicit API vertex input bindings.

  `VSOut`

    The outputs from the vertex shader corresponding one-to-one to the input elements.

  `GSOut`

    The final output from the last stage in the pipeline, be that tessellation or geometry shader.

    This has possibly been expanded/multiplied from the inputs

class `renderdoc.``DebugOverlay`

  The type of overlay image to render on top of an existing texture view, for debugging purposes.

  In overlays that refer to the ‘current pass’, for any API that does not have an explicit notion of a render pass, it is defined as all previous drawcalls that render to the same set of render targets. Note that this is defined independently from any marker regions.

  See the documentation for this feature.

  `NoOverlay`

    No overlay should be rendered.

  `Drawcall`

    An overlay highlighting the area rasterized by the drawcall on screen, no matter what tests or processes may be discarding the pixels actually rendered.

    The rest of the image should be dimmed slightly to make the draw on screen clearer.

  `Wireframe`

    Similar to the `Drawcall` overlay, this should render over the top of the image, but showing the wireframe of the object instead of a solid render.

  `Depth`

    This overlay shows pixels from the object that passed all depth tests in green, and pixels that failed any depth test in red.

    If some pixel is overwritten more than once by the object, if any of the samples passed the result will be green (i.e. the failure overlay is conservative).

  `Stencil`

    This overlay shows pixels from the object that passed all stencil tests in green, and pixels that failed any stencil test in red.

    If some pixel is overwritten more than once by the object, if any of the samples passed the result will be green (i.e. the failure overlay is conservative).

  `BackfaceCull`

    This overlay shows pixels from the object that passed backface culling in green, and pixels that were backface culled in red.

    If some pixel is overwritten more than once by the object, if any of the samples passed the result will be green (i.e. the failure overlay is conservative).

  `ViewportScissor`

    This overlay shows a rectangle on screen corresponding to both the current viewport, and if enabled the current scissor as well.

  `NaN`

    This overlay renders the image in greyscale using a simple luminosity calculation, then highlights any pixels that are `NaN` in red, any that are positive or negative infinity in green, and any that are negative in blue.

  `Clipping`

    This overlay renders the image in greyscale using a simple luminosity calculation, then highlights any pixels that are currently above the white point in green and any pixels that are below the black point in red.

    This is relative to the current black and white points used to display the texture.

  `ClearBeforePass`

    This overlay clears the bound render targets before the current pass, allowing you to see only the contribution from the current pass.

    Note only color targets are cleared, depth-stencil targets are unchanged so any depth or stencil tests will still pass or fail in the same way.

  `ClearBeforeDraw`

    This is the same as the `ClearBeforePass` overlay, except it clears before the current drawcall, not the current pass.

  `QuadOverdrawPass`

    This overlay shows pixel overdraw using 2x2 rasterized quad granularity instead of single-pixel overdraw. This represents the number of times the pixel shader was invoked along triangle edges even if each pixel is only overdrawn once.

    The overlay accounts for all draws in the current pass.

  `QuadOverdrawDraw`

    This is the same as the `QuadOverdrawPass` overlay, except it only shows the overdraw for the current drawcall, not the current pass.

  `TriangleSizePass`

    This overlay shows the size of each triangle, starting from triangles with area `16 (4x4)` and above at the lower end to triangles with area `0.125 (1/8th pixel)` at the upper end.

    The overlay accounts for all draws in the current pass.

  `TriangleSizeDraw`

    This is similar to the `TriangleSizePass` overlay, except it only shows the triangle size for the current drawcall, not the current pass.

class `renderdoc.``FileType`

  The format of an image file

  `DDS`

    A DDS file

  `PNG`

    A PNG file

  `JPG`

    A JPG file

  `BMP`

    A BMP file

  `TGA`

    A TGA file

  `HDR`

    An HDR file

  `EXR`

    An EXR file

  `RAW`

    Raw data, just the bytes of the image tightly packed with no metadata or compression/encoding

class `renderdoc.``AlphaMapping`

  What to do with the alpha channel from a texture while saving out to a file.

  `Discard`

    Completely discard the alpha channel and only write RGB t othe file.

  `BlendToColor`

    Blend to the primary background color using alpha.

  `BlendToCheckerboard`

    Blend to a checkerboard pattern with the primary and secondary background colors.

  `Preserve`

    Preserve the alpha channel and save it to the file by itself.

    This is only valid for file formats that support alpha channels.

class `renderdoc.``ResourceFormatType`

  A resource format’s particular type. This accounts for either block-compressed textures or formats that don’t have equal byte-multiple sizes for each channel.

  `Regular`

    This format has no special layout, so its format is described by a number of components, a `CompType` and a byte width per component.

  `Undefined`

    This format is undefined or unknown, or does not map to any known regular format.

  `BC1`

    A block-compressed texture in `BC1` format (RGB with 1-bit alpha, 0.5 bytes per pixel)

    Formerly known as `DXT1`, commonly used for color maps.

  `BC2`

    A block-compressed texture in `BC2` format (RGB with 4-bit alpha, 1 byte per pixel)

    Formerly known as `DXT3`, rarely used.

  `BC3`

    A block-compressed texture in `BC3` format (RGBA, 1 byte per pixel)

    Formerly known as `DXT5`, commonly used for color + alpha maps, or color with attached single channel data.

  `BC4`

    A block-compressed texture in `BC4` format (Single channel, 0.5 bytes per pixel)

    Commonly used for single component data such as gloss or height data.

  `BC5`

    A block-compressed texture in `BC5` format (Two channels, 1 byte per pixel)

    Commonly used for normal maps.

  `BC6`

    A block-compressed texture in `BC6` format (RGB floating point, 1 byte per pixel)

    Commonly used for HDR data of all kinds.

  `BC7`

    A block-compressed texture in `BC7` format (RGB or RGBA, 1 byte per pixel)

    Commonly used for high quality color maps, with or without alpha.

  `ETC2`

    A block-compressed texture in `ETC2` format (RGB with 1-bit alpha, 0.5 bytes per pixel)

    Commonly used on mobile or embedded platforms.

  `EAC`

    A block-compressed texture in `EAC` format (Single channel 11-bit or RGBA, 0.5 bytes per pixel)

    Commonly used on mobile or embedded platforms.

  `ASTC`

    A block-compressed texture in `ASTC` format (Representation varies a lot)

    The ASTC format encodes each block as 16 bytes, but the block size can vary from 4x4 (so 1 byte per pixel) up to 12x12 (0.11 bytes per pixel).

    Each block can encode between one and three channels of data, either correlated or uncorrelated, in low or high dynamic range.

    Commonly used on mobile or embedded platforms.

  `R10G10B10A2`

    Each pixel is stored in 32 bits. Red, green and blue are stored in 10-bits each and alpha in 2 bits. The data can either be `unsigned normalised` or `unsigned integer`.

  `R11G11B10`

    Each pixel is stored in 32 bits. Red and green are stored as an 11-bit float with no sign bit, 5-bit exponent and 6-bit mantissa. Blue is stored with 5-bit exponent and 5-bit mantissa.

  `R5G6B5`

    Each pixel is stored in 16 bits. Red and blue are stored as 5 bits, and green is stored as six. The data is `unsigned normalised`.

  `R5G5B5A1`

    Each pixel is stored in 16 bits. Red, green, and blue are stored as 5 bits, with 1-bit alpha. The data is `unsigned normalised`.

  `R9G9B9E5`

    Each pixel is stored in 32 bits. Red, green, and blue are stored with individual 9-bit mantissas and a shared 5-bit exponent. There are no sign bits.

  `R4G4B4A4`

    Each pixel is stored in 16 bits. Red, green, blue, and alpha are stored as 4-bit `unsigned normalised` values.

  `R4G4`

    Each pixel is stored in 8 bits. Red and green are stored as 4-bit `unsigned normalised` values.

  `D16S8`

    Each pixel is considered a packed depth-stencil value with 16 bit normalised depth and 8 bit stencil.

  `D24S8`

    Each pixel is considered a packed depth-stencil value with 24 bit normalised depth and 8 bit stencil.

  `D32S8`

    Each pixel is considered a packed depth-stencil value with 32 bit floating point depth and 8 bit stencil.

  `S8`

    Each pixel is an 8 bit stencil value.

  `YUV8`

    The pixel data is 8-bit in YUV subsampled format. More information about subsampling setup is stored separately

  `YUV10`

    The pixel data is 10-bit in YUV subsampled format. More information about subsampling setup is stored separately

  `YUV12`

    The pixel data is 12-bit in YUV subsampled format. More information about subsampling setup is stored separately

  `YUV16`

    The pixel data is 16-bit in YUV subsampled format. More information about subsampling setup is stored separately

  `PVRTC`

    PowerVR properitary texture compression format.

class `renderdoc.``QualityHint`

  An API specific hint for a certain behaviour. A legacy concept in OpenGL that controls hints to the implementation where there is room for interpretation within the range of valid behaviour.

  `DontCare`

    The hinted behaviour can follow any valid path as the implementation decides.

  `Nicest`

    The hinted behaviour should follow the most correct or highest quality path.

  `Fastest`

    The hinted behaviour should follow the most efficient path.

class `renderdoc.``GPUVendor`

  Identifies a GPU vendor.

  `Unknown`

    A GPU from an unknown vendor

  `ARM`

    An ARM GPU

  `AMD`

    An AMD GPU

  `Broadcom`

    A Broadcom GPU

  `Imagination`

    An Imagination GPU

  `Intel`

    An Intel GPU

  `nVidia`

    An nVidia GPU

  `Qualcomm`

    A Qualcomm GPU

  `Verisilicon`

    A Verisilicon or Vivante GPU

  `Software`

    A software-rendering emulated GPU

class `renderdoc.``GraphicsAPI`

  Identifies a Graphics API.

  `D3D11`

    Direct3D 11.

  `D3D12`

    Direct3D 12.

  `OpenGL`

    OpenGL.

  `Vulkan`

    Vulkan.

class `renderdoc.``ShaderEncoding`

  Identifies a shader encoding used to pass shader code to an API.

  `Unknown`

    Unknown or unprocessable format.

  `DXBC`

    DXBC binary shader, used by D3D11 and D3D12.

  `GLSL`

    GLSL in string format, used by OpenGL.

  `SPIRV`

    SPIR-V binary shader, used by Vulkan and with an extension by OpenGL.

  `SPIRVAsm`

    Canonical SPIR-V assembly form, used (indirectly via `SPIRV`) by Vulkan and with an extension by OpenGL.

  `HLSL`

    HLSL in string format, used by D3D11, D3D12, and Vulkan/GL via compilation to SPIR-V.

class `renderdoc.``Topology`

  A primitive topology used for processing vertex data.

  `Unknown`

    An unknown or undefined topology.

  `PointList`

    A point list.

  `LineList`

    A line list.

  `LineStrip`

    A line strip.

  `LineLoop`

    A line loop.

  `TriangleList`

    A triangle list.

  `TriangleStrip`

    A triangle strip.

  `TriangleFan`

    A triangle fan.

  `LineList_Adj`

    A line list with adjacency information.

  `LineStrip_Adj`

    A line strip with adjacency information.

  `TriangleList_Adj`

    A triangle list with adjacency information.

  `TriangleStrip_Adj`

    A triangle strip with adjacency information.

  `PatchList`

    An alias for `PatchList_1CPs`.

  `PatchList_1CPs`

    A patch list with 1 control points.

  `PatchList_2CPs`

    A patch list with 2 control points.

  `PatchList_3CPs`

    A patch list with 3 control points.

  `PatchList_4CPs`

    A patch list with 4 control points.

  `PatchList_5CPs`

    A patch list with 5 control points.

  `PatchList_6CPs`

    A patch list with 6 control points.

  `PatchList_7CPs`

    A patch list with 7 control points.

  `PatchList_8CPs`

    A patch list with 8 control points.

  `PatchList_9CPs`

    A patch list with 9 control points.

  `PatchList_10CPs`

    A patch list with 10 control points.

  `PatchList_11CPs`

    A patch list with 11 control points.

  `PatchList_12CPs`

    A patch list with 12 control points.

  `PatchList_13CPs`

    A patch list with 13 control points.

  `PatchList_14CPs`

    A patch list with 14 control points.

  `PatchList_15CPs`

    A patch list with 15 control points.

  `PatchList_16CPs`

    A patch list with 16 control points.

  `PatchList_17CPs`

    A patch list with 17 control points.

  `PatchList_18CPs`

    A patch list with 18 control points.

  `PatchList_19CPs`

    A patch list with 19 control points.

  `PatchList_20CPs`

    A patch list with 20 control points.

  `PatchList_21CPs`

    A patch list with 21 control points.

  `PatchList_22CPs`

    A patch list with 22 control points.

  `PatchList_23CPs`

    A patch list with 23 control points.

  `PatchList_24CPs`

    A patch list with 24 control points.

  `PatchList_25CPs`

    A patch list with 25 control points.

  `PatchList_26CPs`

    A patch list with 26 control points.

  `PatchList_27CPs`

    A patch list with 27 control points.

  `PatchList_28CPs`

    A patch list with 28 control points.

  `PatchList_29CPs`

    A patch list with 29 control points.

  `PatchList_30CPs`

    A patch list with 30 control points.

  `PatchList_31CPs`

    A patch list with 31 control points.

  `PatchList_32CPs`

    A patch list with 32 control points.

class `renderdoc.``ShaderStage`

  The stage in a pipeline where a shader runs

  `Vertex`

    The vertex shader.

  `Hull`

    The hull shader. See also `Tess_Control`.

  `Tess_Control`

    The tessellation control shader. See also `Hull`.

  `Domain`

    The domain shader. See also `Tess_Eval`.

  `Tess_Eval`

    The tessellation evaluation shader. See also `Domain`.

  `Geometry`

    The geometry shader.

  `Pixel`

    The pixel shader. See also `Fragment`.

  `Fragment`

    The fragment shader. See also `Pixel`.

  `Compute`

    The compute shader.

class `renderdoc.``MessageCategory`

  The type of issue that a debug message is about.

  `Application_Defined`

    This message was generated by the application.

  `Miscellaneous`

    This message doesn’t fall into any other pre-defined category.

  `Initialization`

    This message is about initialisation or creation of objects.

  `Cleanup`

    This message is about cleanup, destruction or shutdown of objects.

  `Compilation`

    This message is about compilation of shaders.

  `State_Creation`

    This message is about creating unified state objects.

  `State_Setting`

    This message is about changing current pipeline state.

  `State_Getting`

    This message is about fetching or retrieving current pipeline state.

  `Resource_Manipulation`

    This message is about updating or changing a resource’s properties or contents.

  `Execution`

    This message is about performing work.

  `Shaders`

    This message is about the use, syntax, binding or linkage of shaders.

  `Deprecated`

    This message is about the use of deprecated functionality.

  `Undefined`

    This message is about the use of undefined behaviour.

  `Portability`

    This message is about behaviour that could be or is not portable between different environments.

  `Performance`

    This message is about performance problems or pitfalls.

class `renderdoc.``MessageSeverity`

  How serious a debug message is

  `High`

    This message is very serious, indicating a guaranteed problem or major flaw.

  `Medium`

    This message is somewhat serious, indicating a problem that should be addressed or investigated.

  `Low`

    This message is not very serious. This indicates something that might indicate a problem.

  `Info`

    This message is not about a problem but is purely informational.

class `renderdoc.``MessageSource`

  Where a debug message was reported from

  `API`

    This message comes from the API’s debugging or validation layers.

  `RedundantAPIUse`

    This message comes from detecting redundant API calls - calls with no side-effect or purpose, e.g. setting state that is already set.

  `IncorrectAPIUse`

    This message comes from detecting incorrect use of the API.

  `GeneralPerformance`

    This message comes from detecting general performance problems that are not hardware or platform specific.

  `GCNPerformance`

    This message comes from detecting patterns that will cause performance problems on GCN-based hardware.

  `RuntimeWarning`

    This message comes not from inspecting the log but something detected at runtime while in use, for example exceptions generated during shader debugging.

  `UnsupportedConfiguration`

    This message comes from replaying a capture in an environment with insufficient capability to accurately reproduce the API work. Either this means the replay will be wrong, or it may be that depending on the exact API work some inaccuracies might happen.

class `renderdoc.``ResourceUsage`

  How a resource is being used in the pipeline at a particular point.

  Note that a resource may be used for more than one thing in one event, see `EventUsage`.

  `Unused`

    The resource is not being used.

  `VertexBuffer`

    The resource is being used as a fixed-function vertex buffer input.

  `IndexBuffer`

    The resource is being used as an index buffer.

  `VS_Constants`

    The resource is being used for constants in the `vertex shader`.

  `HS_Constants`

    The resource is being used for constants in the tessellation control or `hull shader`.

  `DS_Constants`

    The resource is being used for constants in the tessellation evaluation or `domain shader`.

  `GS_Constants`

    The resource is being used for constants in the `geometry shader`.

  `PS_Constants`

    The resource is being used for constants in the `pixel shader`.

  `CS_Constants`

    The resource is being used for constants in the `compute shader`.

  `All_Constants`

    The resource is being used for constants in all shader stages.

  `StreamOut`

    The resource is being used for stream out/transform feedback storage after geometry processing.

  `VS_Resource`

    The resource is being used as a read-only resource in the `vertex shader`.

  `HS_Resource`

    The resource is being used as a read-only resource in the tessellation control or `hull shader`.

  `DS_Resource`

    The resource is being used as a read-only resource in the tessellation evaluation or `domain shader`.

  `GS_Resource`

    The resource is being used as a read-only resource in the `geometry shader`.

  `PS_Resource`

    The resource is being used as a read-only resource in the `pixel shader`.

  `CS_Resource`

    The resource is being used as a read-only resource in the `compute shader`.

  `All_Resource`

    The resource is being used as a read-only resource in all shader stages.

  `VS_RWResource`

    The resource is being used as a read-write resource in the `vertex shader`.

  `HS_RWResource`

    The resource is being used as a read-write resource in the tessellation control or `hull shader`.

  `DS_RWResource`

    The resource is being used as a read-write resource in the tessellation evaluation or `domain shader`.

  `GS_RWResource`

    The resource is being used as a read-write resource in the `geometry shader`.

  `PS_RWResource`

    The resource is being used as a read-write resource in the `pixel shader`.

  `CS_RWResource`

    The resource is being used as a read-write resource in the `compute shader`.

  `All_RWResource`

    The resource is being used as a read-write resource in all shader stages.

  `InputTarget`

    The resource is being read as an input target for reading from the target currently being written.

  `ColorTarget`

    The resource is being written to as a color output.

  `DepthStencilTarget`

    The resource is being written to and tested against as a depth-stencil output.

  `Indirect`

    The resource is being used for indirect arguments.

  `Clear`

    The resource is being cleared

  `GenMips`

    The resource is having mips generated for it.

  `Resolve`

    The resource is being resolved or blitted, as both source and destination.

  `ResolveSrc`

    The resource is being resolved or blitted from.

  `ResolveDst`

    The resource is being resolved or blitted to.

  `Copy`

    The resource is being copied, as both source and destination.

  `CopySrc`

    The resource is being copied from.

  `CopyDst`

    The resource is being copied to.

  `Barrier`

    The resource is being specified in a barrier, as defined in Vulkan or Direct3D 12.

class `renderdoc.``SolidShade`

  What kind of solid shading to use when rendering a mesh.

  `NoSolid`

    No solid shading should be done.

  `Solid`

    The mesh should be rendered in a single flat unshaded color.

  `Lit`

    The mesh should be rendered with face normals generated on the primitives and used for lighting.

  `Secondary`

    The mesh should be rendered using the secondary element as color.

class `renderdoc.``FillMode`

  The fill mode for polygons.

  `Solid`

    Polygons are filled in and rasterized solidly.

  `Wireframe`

    Polygons are rendered only with lines along their edges, forming a wireframe.

  `Point`

    Only the points at the polygons vertices are rendered.

class `renderdoc.``CullMode`

  The culling mode for polygons.

  `NoCull`

    No polygon culling is performed.

  `Front`

    Front-facing polygons are culled.

  `Back`

    Back-facing polygons are culled.

  `FrontAndBack`

    Both front-facing and back-facing polygons are culled.

class `renderdoc.``ConservativeRaster`

  The conservative rasterization mode.

  `Disabled`

    No conservative rasterization, the default rasterization coverage algorithm is used.

  `Underestimate`

    Fragments will only be generated if the primitive full covers all parts of the pixel, including edges and corners.

  `Overestimate`

    Fragments will be generated if the primitive covers any part of the pixel, including edges and corners.

class `renderdoc.``FilterMode`

  The texture filtering mode for a given direction (minification, magnification, or between mips).

  `NoFilter`

    No filtering - this direction is disabled or there is no sampler.

  `Point`

    Point or nearest filtering - the closest pixel or mip level to the sample location is used.

  `Linear`

    Linear filtering - a linear interpolation happens between the pixels or mips on either side of the sample location in each direction.

  `Cubic`

    Similar to linear filtering but with a cubic curve used for interpolation instead of linear.

  `Anisotropic`

    This sampler is using anisotropic filtering.

class `renderdoc.``FilterFunction`

  The function used to process the returned value after interpolation.

  `Normal`

    No special processing is used, the value is returned directly to the shader.

  `Comparison`

    The value from interpolation is compared to a reference value and the comparison result is returned to the shader.

  `Minimum`

    Instead of interpolating between sample points to retrieve an interpolated value, a min filter is used instead to find the minimum sample value.

    Texels that were weight to 0 during interpolation are not included in the min function.

  `Maximum`

    Instead of interpolating between sample points to retrieve an interpolated value, a max filter is used instead to find the maximum sample value.

    Texels that were weight to 0 during interpolation are not included in the max function.

class `renderdoc.``CompareFunction`

  A comparison function to return a `bool` result from two inputs `A` and `B`.

  `Never`

    `False`

  `AlwaysTrue`

    `True`

  `Less`

    `A < B`

  `LessEqual`

    `A <= B`

  `Greater`

    `A > B`

  `GreaterEqual`

    `A >= B`

  `Equal`

    `A == B`

  `NotEqual`

    `A != B`

class `renderdoc.``StencilOperation`

  A stencil operation to apply in stencil processing.

  `Keep`

    Keep the existing value unmodified.

  `Zero`

    Set the value to `0`.

  `Replace`

    Replace the value with the stencil reference value.

  `IncSat`

    Increment the value but saturate at the maximum representable value (typically `255`).

  `DecSat`

    Decrement the value but saturate at `0`.

  `IncWrap`

    Increment the value and wrap at the maximum representable value (typically `255`) to `0`.

  `DecWrap`

    Decrement the value and wrap at `0` to the maximum representable value (typically `255`).

  `Invert`

    Invert the bits in the stencil value (bitwise `NOT`).

class `renderdoc.``BlendMultiplier`

  A multiplier on one component in the blend equation.

  Note

  The “source” value is the value written out by the shader.

  The “second source” value is provided when dual source blending is used.

  The “destination” value is the value in the target being blended to.

  These values are combined using a given blend operation, see `BlendOperation`.

  Where a color is referenced, the value depends on where the multiplier appears in the blend equation. If it is a multiplier on the color component then it refers to the color component. If it is a multiplier on the alpha component then it refers to the alpha component.

  If alpha is referenced explicitly it always refers to alpha, in both color and alpha equations.

  `Zero`

    The literal value `0.0`.

  `One`

    The literal value `1.0`.

  `SrcCol`

    The source value’s color.

  `InvSrcCol`

    `1.0` minus the source value’s color.

  `DstCol`

    The destination value’s color.

  `InvDstCol`

    `1.0` minus the destination value’s color.

  `SrcAlpha`

    The source value’s alpha.

  `InvSrcAlpha`

    `1.0` minus the source value’s alpha.

  `DstAlpha`

    The destination value’s alpha.

  `InvDstAlpha`

    `1.0` minus the destination value’s alpha.

  `SrcAlphaSat`

    The lowest value of `SrcAlpha` and `InvDstAlpha`. If used in the alpha equation, it takes the value `One`.

  `FactorRGB`

    The color components of the fixed blend factor constant.

  `InvFactorRGB`

    `1.0` minus the color components of the fixed blend factor constant.

  `FactorAlpha`

    The alpha component of the fixed blend factor constant.

  `InvFactorAlpha`

    `1.0` minus the alpha components of the fixed blend factor constant.

  `Src1Col`

    The second source value’s color.

  `InvSrc1Col`

    `1.0` minus the second source value’s color.

  `Src1Alpha`

    The second source value’s alpha.

  `InvSrc1Alpha`

    `1.0` minus the second source value’s alpha.

class `renderdoc.``BlendOperation`

  A blending operation to apply in color blending.

  Note

  The “source” value is the value written out by the shader.

  The “destination” value is the value in the target being blended to.

  These values are multiplied by a given blend factor, see `BlendMultiplier`.

  `Add`

    Add the two values being processed together.

  `Subtract`

    Subtract the destination value from the source value.

  `ReversedSubtract`

    Subtract the source value from the destination value.

  `Minimum`

    The minimum of the source and destination value.

  `Maximum`

    The maximum of the source and destination value.

class `renderdoc.``LogicOperation`

  A logical operation to apply when writing texture values to an output.

  Note

  The “source” value is the value written out by the shader.

  The “destination” value is the value in the target being written to.

  `NoOp`

    No operation is performed, the destination is unmodified.

  `Clear`

    A `0` in every bit.

  `Set`

    A `1` in every bit.

  `Copy`

    The contents of the source value.

  `CopyInverted`

    The contents of the source value are bitwise inverted.

  `Invert`

    The contents of the destination value are bitwise inverted, then written.

  `And`

    The source and destination values are combined with the bitwise `AND` operator.

  `Nand`

    The source and destination values are combined with the bitwise `NAND` operator.

  `Or`

    The source and destination values are combined with the bitwise `OR` operator.

  `Xor`

    The source and destination values are combined with the bitwise `XOR` operator.

  `Nor`

    The source and destination values are combined with the bitwise `NOR` operator.

  `Equivalent`

    The source and destination values are combined with the logical equivalence operator, defined as `NOT (s XOR d)`.

  `AndReverse`

    The source and inverted destination values are combined with the bitwise `AND` operator - i.e. `s AND (NOT d)`.

  `AndInverted`

    The inverted source and destination values are combined with the bitwise `AND` operator - i.e. `(NOT s) AND d`.

  `OrReverse`

    The source and inverted destination values are combined with the bitwise `OR` operator - i.e. `s OR (NOT d)`.

  `OrInverted`

    The inverted source and destination values are combined with the bitwise `OR` operator - i.e. `(NOT s) OR d`.

class `renderdoc.``GPUCounter`

  Pre-defined GPU counters that can be supported by a given implementation.

  GPU counters actually available can be queried by `ReplayController.EnumerateCounters()`. If any in this list are supported they will be returned with these counter IDs. More counters may be enumerated with IDs in the appropriate ranges.

  `EventGPUDuration`

    Time taken for this event on the GPU, as measured by delta between two GPU timestamps.

  `InputVerticesRead`

    Number of vertices read by input assembler.

  `IAPrimitives`

    Number of primitives read by the input assembler.

  `GSPrimitives`

    Number of primitives output by a geometry shader.

  `RasterizerInvocations`

    Number of primitives that were sent to the rasterizer.

  `RasterizedPrimitives`

    Number of primitives that were rendered.

  `SamplesPassed`

    Number of samples that passed depth/stencil test.

  `VSInvocations`

    Number of times a `vertex shader` was invoked.

  `HSInvocations`

    Number of times a `hull shader` was invoked.

  `TCSInvocations`

    Number of times a `tessellation control shader` was invoked.

  `DSInvocations`

    Number of times a `domain shader` was invoked.

  `TESInvocations`

    Number of times a `tessellation evaluation shader` was invoked.

  `GSInvocations`

    Number of times a `domain shader` was invoked.

  `PSInvocations`

    Number of times a `pixel shader` was invoked.

  `FSInvocations`

    Number of times a `fragment shader` was invoked.

  `CSInvocations`

    Number of times a `compute shader` was invoked.

  `FirstAMD`

    The AMD-specific counter IDs start from this value.

  `LastAMD`

    The AMD-specific counter IDs end with this value.

  `FirstIntel`

    The Intel-specific counter IDs start from this value.

  `LastIntel`

    The Intel-specific counter IDs end with this value.

  `FirstNvidia`

    The nVidia-specific counter IDs start from this value.

  `LastNvidia`

    The nVidia-specific counter IDs end with this value.

class `renderdoc.``CounterUnit`

  The unit that GPU counter data is returned in.

  `Absolute`

    The value is an absolute value and should be interpreted as unitless.

  `Seconds`

    The value is a duration in seconds.

  `Percentage`

    The value is a floating point percentage value between 0.0 and 1.0.

  `Ratio`

    The value describes a ratio between two separate GPU units or counters.

  `Bytes`

    The value is in bytes.

  `Cycles`

    The value is a duration in clock cycles.

class `renderdoc.``CameraType`

  The type of camera controls for an `Camera`.

  `Arcball`

    Arcball controls that rotate and zoom around the origin point.

  `FPSLook`

    Traditional FPS style controls with movement in each axis relative to the current look direction.

class `renderdoc.``ReplaySupport`

  How supported a given API is on a particular replay instance.

  `Unsupported`

    The API is not supported.

  `Supported`

    The API is fully supported.

  `SuggestRemote`

    The API is supported locally but the capture indicates it was made on a different type of machine so remote replay might be desired.

class `renderdoc.``ReplayStatus`

  The status of a high-level replay operation such as opening a capture or connecting to a remote server.

  `Succeeded`

    The operation succeeded.

  `UnknownError`

    An unknown error occurred.

  `InternalError`

    An internal error occurred indicating a bug or unexpected condition.

  `FileNotFound`

    The specified file was not found.

  `InjectionFailed`

    Injection or hooking into the target process failed.

  `IncompatibleProcess`

    An incompatible process was found, e.g. a 32-bit process with 32-bit support not available.

  `NetworkIOFailed`

    A network I/O operation failed.

  `NetworkRemoteBusy`

    The remote side of the network connection was busy.

  `NetworkVersionMismatch`

    The other side of the network connection was not at a compatible version.

  `FileIOFailed`

    A filesystem I/O operation failed.

  `FileIncompatibleVersion`

    The capture file had an incompatible version.

  `FileCorrupted`

    The capture file is corrupted or otherwise unrecognisable.

  `ImageUnsupported`

    The image file is recognised but the format is unsupported.

  `APIUnsupported`

    The API used in the capture is not supported.

  `APIInitFailed`

    The API used in the capture failed to initialise.

  `APIIncompatibleVersion`

    The API data in the capture had an incompatible version.

  `APIHardwareUnsupported`

    The API is not supported on the currently available hardware.

  `APIDataCorrupted`

    While loading the capture for replay, the driver encountered corrupted or invalid serialised data.

  `APIReplayFailed`

    The API failed to replay the capture, with some runtime error that couldn’t be determined until the replay began.

  `AndroidGrantPermissionsFailed`

    Failed to grant runtime permissions when installing Android remote server.

  `AndroidABINotFound`

    Couldn’t determine supported ABIs when installing Android remote server.

  `AndroidAPKFolderNotFound`

    Couldn’t find the build-android folder which contains the Android remote server APK.

  `AndroidAPKInstallFailed`

    Failed to install Android remote server.

class `renderdoc.``TargetControlMessageType`

  The type of message received from or sent to an application target control connection.

  `Unknown`

    No message or an unknown message type.

  `Disconnected`

    The other end of the connection disconnected.

  `Busy`

    The other end of the connection was busy.

  `Noop`

    Nothing happened, the connection is being kept alive.

  `NewCapture`

    A new capture was made.

  `CaptureCopied`

    A capture was successfully copied across the connection.

  `RegisterAPI`

    The target has initialised a graphics API.

  `NewChild`

    The target has created a child process.

  `CaptureProgress`

    Progress update on an on-going frame capture.

class `renderdoc.``EnvMod`

  How to modify an environment variable.

  `Set`

    Set the variable to the given value.

  `Append`

    Add the given value to the end of the variable, using the separator.

  `Prepend`

    Add the given value to the start of the variable, using the separator.

class `renderdoc.``EnvSep`

  The separator to use if needed when modifying an environment variable.

  `Platform`

    Use the character appropriate for separating items on the platform.

    On Windows this means the semi-colon `;` character will be used, on posix systems the colon `:` character will be used.

  `SemiColon`

    Use a semi-colon `;` character.

  `Colon`

    Use a colon `:` character.

  `NoSep`

    No separator will be used.

class `renderdoc.``LogType`

  The type of a log message

  `Debug`

    The log message is a verbose debug-only message that can be discarded in release builds.

  `Comment`

    The log message is informational.

  `Warning`

    The log message describes a warning that could indicate a problem or be useful in diagnostics.

  `Error`

    The log message indicates an error was encountered.

  `Fatal`

    The log message indicates a fatal error occurred which is impossible to recover from.

class `renderdoc.``PathProperty`

  A set of flags describing the properties of a path on a remote filesystem.

  `NoFlags`

    No special file properties.

  `Directory`

    This file is a directory or folder.

  `Hidden`

    This file is considered hidden by the filesystem.

  `Executable`

    This file has been identified as an executable program or script.

  `ErrorUnknown`

    A special flag indicating that a query for this file failed, but for unknown reasons.

  `ErrorAccessDenied`

    A special flag indicating that a query for this file failed because access to the path was denied.

  `ErrorInvalidPath`

    A special flag indicating that a query for this file failed because the path was invalid.

class `renderdoc.``SectionFlags`

  A set of flags describing the properties of a section in a renderdoc capture.

  `NoFlags`

    No special section properties.

  `ASCIIStored`

    This section was stored as pure ASCII. This can be useful since it is possible to generate an ASCII section in a text editor by hand or with any simple printf style script, and then concatenate it to a .rdc and have a valid section.

  `LZ4Compressed`

    This section is compressed with LZ4 on disk.

  `ZstdCompressed`

    This section is compressed with Zstd on disk.

class `renderdoc.``BufferCategory`

  A set of flags describing how this buffer may be used

  `NoFlags`

    The buffer will not be used for any of the uses below.

  `Vertex`

    The buffer will be used for sourcing vertex input data.

  `Index`

    The buffer will be used for sourcing primitive index data.

  `Constants`

    The buffer will be used for sourcing shader constant data.

  `ReadWrite`

    The buffer will be used for read and write access from shaders.

  `Indirect`

    The buffer will be used to provide indirect parameters for launching GPU-based drawcalls.

class `renderdoc.``D3DBufferViewFlags`

  A set of flags for D3D buffer view properties.

  `NoFlags`

    The buffer will not be used for any of the uses below.

  `Raw`

    The buffer is used as a raw (byte-addressed) buffer.

  `Append`

    The buffer is used as a append/consume view.

  `Counter`

    The buffer is used with a structured buffer with associated hidden counter.

class `renderdoc.``TextureCategory`

  A set of flags describing how this texture may be used

  `NoFlags`

    The texture will not be used for any of the uses below.

  `ShaderRead`

    The texture will be read by a shader.

  `ColorTarget`

    The texture will be written to as a color target.

  `DepthTarget`

    The texture will be written to and tested against as a depth target.

  `ShaderReadWrite`

    The texture will be read and written to by a shader.

  `SwapBuffer`

    The texture is part of a window swapchain.

class `renderdoc.``ShaderStageMask`

  A set of flags for `ShaderStage` stages

  `Unknown`

    No flags set for any shader stages.

  `Vertex`

    The flag for `ShaderStage.Vertex`.

  `Hull`

    The flag for `ShaderStage.Hull`.

  `Tess_Control`

    The flag for `ShaderStage.Tess_Control`.

  `Domain`

    The flag for `ShaderStage.Domain`.

  `Tess_Eval`

    The flag for `ShaderStage.Tess_Eval`.

  `Geometry`

    The flag for `ShaderStage.Geometry`.

  `Pixel`

    The flag for `ShaderStage.Pixel`.

  `Fragment`

    The flag for `ShaderStage.Fragment`.

  `Compute`

    The flag for `ShaderStage.Compute`.

  `All`

    A shorthand version with flags set for all stages together.

class `renderdoc.``ShaderEvents`

  A set of flags for events that may occur while debugging a shader

  `NoEvent`

    No event has occurred.

  `SampleLoadGather`

    A texture was sampled, loaded or gathered.

  `GeneratedNanOrInf`

    A floating point operation generated a `NaN` or `infinity` result.

class `renderdoc.``DrawFlags`

  A set of flags describing the properties of a particular drawcall.

  `NoFlags`

    The drawcall has no special properties.

  `Clear`

    The drawcall is a clear call. See `ClearColor` and `ClearDepthStencil`.

  `Drawcall`

    The drawcall renders primitives using the graphics pipeline.

  `Dispatch`

    The drawcall issues a number of compute workgroups.

  `CmdList`

    The drawcall calls into a previously recorded child command list.

  `SetMarker`

    The drawcall inserts a single debugging marker.

  `PushMarker`

    The drawcall begins a debugging marker region that has children.

  `PopMarker`

    The drawcall ends a debugging marker region.

    Note

    Drawcalls with this flag will not be exposed and it is only used internally for tracking markers.

  `Present`

    The drawcall is a presentation call that hands a swapchain image to the presentation engine.

  `MultiDraw`

    The drawcall is a multi-draw that contains several specified child draws.

  `Copy`

    The drawcall performs a resource copy operation.

  `Resolve`

    The drawcall performs a resource resolve or blit operation.

  `GenMips`

    The drawcall performs a resource mip-generation operation.

  `PassBoundary`

    The drawcall marks the beginning or end of a render pass. See `BeginPass` and `EndPass`.

  `UseIBuffer`

    The drawcall uses an index buffer.

  `Instanced`

    The drawcall uses instancing. This does not mean it renders more than one instanced, simply that it uses the instancing feature.

  `Auto`

    The drawcall interacts with stream-out to render all vertices previously written. This is a Direct3D 11 specific feature.

  `Indirect`

    The drawcall uses a buffer on the GPU to source some or all of its parameters in an indirect way.

  `ClearColor`

    The drawcall clears a color target.

  `ClearDepthStencil`

    The drawcall clears a depth-stencil target.

  `BeginPass`

    The drawcall marks the beginning of a render pass.

  `EndPass`

    The drawcall marks the end of a render pass.

  `APICalls`

    The drawcall does not contain any work directly, but is a ‘virtual’ draw inserted to encompass non-draw API calls that happened within a region, so they are included within the region where they occurred and not grouped into the next drawcall outside that region.

class `renderdoc.``VulkanLayerFlags`

  A set of flags giving details of the current status of vulkan layer registration.

  `NoFlags`

    There are no problems with the vulkan layer registration.

  `OtherInstallsRegistered`

    Other conflicting installs of the same layer in other locations are registered.

  `ThisInstallRegistered`

    This current install of the layer is registered.

  `NeedElevation`

    Fixing any issues will require elevation to system administrator privileges.

  `CouldElevate`

    Fixing issues could be done purely as a user, but can optionally be done at system level with system administrator privileges.

  `RegisterAll`

    All listed locations for the current layer must be registered for correct functioning.

    If this flag is not set, then the listed locations are an ‘or’ list of alternatives.

  `UpdateAllowed`

    If the current registrations can be updated or re-pointed to fix the issues.

  `Unfixable`

    The current situation is not fixable automatically and requires user intervention/disambiguation.

class `renderdoc.``AndroidFlags`

  A set of flags giving details of the current status of Android tracability.

  `NoFlags`

    There are no problems with the Android application setup.

  `Debuggable`

    The application is debuggable.

  `RootAccess`

    The device being targeted has root access.

  `MissingTools`

    When patching, some necessary tools were not found.

  `ManifestPatchFailure`

    When patching, modifying the manifest file to include the debuggable flag failed.

  `RepackagingAPKFailure`

    When patching, repackaging, signing and installing the new package failed.

class `renderdoc.``FloatVecVal`

  A `float` 4 component vector.

  `w`

    The w component.

  `x`

    The x component.

  `y`

    The y component.

  `z`

    The z component.

class `renderdoc.``DoubleVecVal`

  A `double` 4 component vector.

  `w`

    The w component.

  `x`

    The x component.

  `y`

    The y component.

  `z`

    The z component.

class `renderdoc.``IntVecVal`

  A 32-bit signed `int` 4 component vector.

  `w`

    The w component.

  `x`

    The x component.

  `y`

    The y component.

  `z`

    The z component.

class `renderdoc.``UIntVecVal`

  A 32-bit unsigned `int` 4 component vector.

  `w`

    The w component.

  `x`

    The x component.

  `y`

    The y component.

  `z`

    The z component.

class `renderdoc.``ShaderValue`

  A C union that holds 16 values, with each different basic variable type.

  `d`

    A convenient subset of `dv` as a named 4 component vector.

  `dv`

    `double` values.

  `f`

    A convenient subset of `fv` as a named 4 component vector.

  `fv`

    `float` values.

  `i`

    A convenient subset of `iv` as a named 4 component vector.

  `iv`

    Signed integer values.

  `s64v`

    64-bit signed integer values.

  `u`

    A convenient subset of `uv` as a named 4 component vector.

  `u64v`

    64-bit unsigned integer values.

  `uv`

    Unsigned integer values.

class `renderdoc.``ShaderVariable`

  Holds a single named shader variable. It contains either a primitive type (up to a 4x4 matrix of a `basic type`) or a list of members, which can either be struct or array members of this parent variable.

  Matrices are always stored row-major. If necessary they are transposed when retrieving from the raw data bytes when they are specified to be column-major in the API/shader metadata.

  `columns`

    The number of columns in this matrix.

  `displayAsHex`

    `True` if the contents of this variable should be displayed as hex.

  `isStruct`

    `True` if this variable is a structure and not an array or basic type.

  `members`

    The members of this variable as a list of `ShaderVariable`.

  `name`

    The name of this variable.

  `rowMajor`

    `True` if this variable is stored in rows in memory. Only relevant for matrices.

  `rows`

    The number of rows in this matrix.

  `type`

    The `basic type` of this variable.

  `value`

    The `contents` of this variable if it has no members.

class `renderdoc.``RegisterRange`

  A particular component of a variable register that a high-level variable component maps to

  `component`

    The component of the register.

  `index`

    The index of the register within its type.

  `type`

    The `RegisterType` of the register being mapped to.

class `renderdoc.``LocalVariableMapping`

  Maps the contents of a high-level local variable to one or more shader variables in a `ShaderDebugState`, with type information.

  A single high-level variable may be represented by multiple mappings but only along regular boundaries, typically whole vectors. For example an array may have each element in a different mapping, or a matrix may have a mapping per row. The properties such as `rows` and `elements` reflect the parent object.

  Since locals don’t always map directly this can change over time.

  `builtin`

    The shader builtin this variable corresponds to.

  `columns`

    The number of columns in this variable.

  `elements`

    The number of array elements in this variable.

  `localName`

    The name and member of this local variable that’s being mapped from.

  `regCount`

    The number of valid entries in `registers`.

  `registers`

    The registers that the components of this variable map to. Multiple ranges could refer to the same register if a contiguous range is mapped to - the mapping is component-by-component to greatly simplify algorithms at the expense of a small amount of storage space.

  `rows`

    The number of rows in this variable - 1 for vectors, >1 for matrices.

  `type`

    The variable type of the local being mapped from, if the register is untyped.

class `renderdoc.``LineColumnInfo`

  Details the current region of code that an instruction maps to

  `callstack`

    A `list` of `str` with each function call in the current callstack at this line.

    The oldest/outer function is first in the list, the newest/inner function is last.

  `colEnd`

    The column number (starting from 1) of the end of the code on the line specified by `lineEnd`. If set to 0, no column information is available and the whole lines should be treated as covering the code.

  `colStart`

    The column number (starting from 1) of the start of the code on the line specified by `lineStart`. If set to 0, no column information is available and the whole lines should be treated as covering the code.

  `fileIndex`

    The current file, as an index into the list of files for this shader.

  `lineEnd`

    The line-number (starting from 1) of the end of the current section of code.

  `lineStart`

    The line-number (starting from 1) of the start of the current section of code.

class `renderdoc.``ShaderDebugState`

  This stores the current state of shader debugging at one particular step in the shader, with all mutable variable contents.

  `flags`

    A set of `ShaderEvents` flags that indicate what events happened on this step.

  `indexableTemps`

    Indexable temporary variables for this shader as a list of `ShaderVariable`.

  `locals`

    An optional list of `ShaderVariableRef` indicating which high-level locals map to which registers, and their type

  `modified`

    A list of registers that were modified.

  `nextInstruction`

    The next instruction to be executed after this state. The initial state before any shader execution happened will have `nextInstruction == 0`.

  `outputs`

    The output variables for this shader as a list of `ShaderVariable`.

  `registers`

    The temporary variables for this shader as a list of `ShaderVariable`.

class `renderdoc.``ShaderDebugTrace`

  This stores the whole state of a shader’s execution from start to finish, with each individual debugging step along the way, as well as the immutable global constant values that do not change with shader execution.

  `constantBlocks`

    Constant variables for this shader as a list of `ShaderValue` lists.

    Each entry in this list corresponds to a constant block with the same index in the `ShaderBindpointMapping.constantBlocks` list, which can be used to look up the metadata.

  `hasLocals`

    A flag indicating whether this trace has locals information

  `inputs`

    The input variables for this shader as a list of `ShaderValue`.

  `lineInfo`

    A `list` of `LineColumnInfo` detailing which source lines each instruction corresponds to

  `states`

    A list of `ShaderDebugState` states representing the state after each instruction was executed

class `renderdoc.``SigParameter`

  The information describing an input or output signature element describing the interface between shader stages.

  `NoIndex`

    Value for an index that means it is invalid or not applicable for this parameter.

  `arrayIndex`

    If this element is part of an array, indicates the index, or `NoIndex` if not.

  `channelUsedMask`

    A bitmask indicating which components in the shader register are actually used by the shader itself, for APIs that pack signatures together.

  `compCount`

    The number of components used to store this element. See `compType`.

  `compType`

    The `component type` of data that this element stores.

  `needSemanticIndex`

    A convenience flag - `True` if the semantic name is unique and no index is needed.

  `regChannelMask`

    A bitmask indicating which components in the shader register are stored, for APIs that pack signatures together.

  `regIndex`

    The index of the shader register/binding used to store this signature element.

    This may be `NoIndex` if the element is system-generated and not consumed by another shader stage. See `systemValue`.

  `semanticIdxName`

    The combined semantic name and index.

  `semanticIndex`

    The semantic index of this variable - see `semanticName`.

  `semanticName`

    The semantic name of this variable, if the API uses semantic matching for bindings.

  `stream`

    Selects a stream for APIs that provide multiple output streams for the same named output.

  `systemValue`

    The `ShaderBuiltin` value that this element contains.

  `varName`

    The name of this variable - may not be present in the metadata for all APIs.

class `renderdoc.``ShaderVariableDescriptor`

  Describes the storage characteristics for a basic `ShaderConstant` in memory.

  `arrayByteStride`

    The number of bytes between the start of one element in the array and the next.

  `columns`

    The number of columns in this matrix.

  `elements`

    The number of elements in the array, or 1 if it’s not an array.

  `matrixByteStride`

    The number of bytes between the start of one column/row in a matrix and the next.

  `name`

    The name of the type of this constant, e.g. a `struct` name.

  `rowMajorStorage`

    `True` if the matrix is stored as row major instead of column major.

  `rows`

    The number of rows in this matrix.

  `type`

    The `VarType` that this basic constant stores.

class `renderdoc.``ShaderVariableType`

  Describes the type and members of a `ShaderConstant`.

  `descriptor`

    The `ShaderVariableDescriptor` that describes the current constant.

  `members`

    A list of `ShaderConstant` with any members that this constant may contain.

class `renderdoc.``ShaderConstant`

  Contains the detail of a constant within a `ConstantBlock` in memory.

  `byteOffset`

    The byte offset of this constant relative to the start of the block

  `defaultValue`

    If this constant is no larger than a 64-bit constant, gives a default value for it.

  `name`

    The name of this constant

  `type`

    A `ShaderVariableType` giving details of the type information for this constant.

class `renderdoc.``ConstantBlock`

  Contains the information for a block of constant values. The values are not present, only the metadata about how the variables are stored in memory itself and their type/name information.

  `bindPoint`

    The bindpoint for this block. This is an index in the `ShaderBindpointMapping.constantBlocks` list.

  `bufferBacked`

    `True` if the contents are stored in a buffer of memory. If not then they are set by some other API-specific method, such as direct function calls or they may be compile-time specialisation constants.

  `byteSize`

    The total number of bytes consumed by all of the constants contained in this block.

  `name`

    The name of this constant block, may be empty on some APIs.

  `variables`

    The constants contained within this block as a list of `ShaderConstant`.

class `renderdoc.``ShaderSampler`

  Contains the information for a separate sampler in a shader. If the API doesn’t have the concept of separate samplers, this struct will be unused and only `ShaderResource` is relevant.

  Note

  that constant blocks will not have a shader resource entry, see `ConstantBlock`.

  `bindPoint`

    The bindpoint for this block. This is an index in either the `ShaderBindpointMapping.samplers` list.

  `name`

    The name of this sampler.

class `renderdoc.``ShaderResource`

  Contains the information for a shader resource that is made accessible to shaders directly by means of the API resource binding system.

  Note

  that constant blocks and samplers will not have a shader resource entry, see `ConstantBlock` and `ShaderSampler`.

  `bindPoint`

    The bindpoint for this block. This is an index in either the `ShaderBindpointMapping.readOnlyResources` list or `ShaderBindpointMapping.readWriteResources` list as appropriate (see `isReadOnly`).

  `isReadOnly`

    `True` if this resource is available to the shader for reading only, otherwise it is able to be read from and written to arbitrarily.

  `isTexture`

    `True` if this resource is a texture, otherwise it is a buffer.

  `name`

    The name of this resource.

  `resType`

    The `TextureType` that describes the type of this resource.

  `variableType`

    A `ShaderVariableType` describing type of each element of this resource.

class `renderdoc.``ShaderEntryPoint`

  Describes an entry point in a shader.

  `name`

    The name of the entry point.

  `stage`

    The `ShaderStage` for this entry point .

class `renderdoc.``ShaderCompileFlag`

  Contains a single flag used at compile-time on a shader.

  `name`

    The name of the compile flag.

  `value`

    The value of the compile flag.

class `renderdoc.``ShaderCompileFlags`

  Contains the information about the compilation environment of a shader

  `flags`

    A list of `ShaderCompileFlag`.

    Each entry is an API or compiler specific flag used to compile this shader originally.

class `renderdoc.``ShaderSourceFile`

  Contains a source file available in a debug-compiled shader.

  `contents`

    The actual contents of the file.

  `filename`

    The filename of this source file.

class `renderdoc.``ShaderDebugInfo`

  Contains the information about a shader contained within API-specific debugging information attached to the shader.

  Primarily this means the embedded original source files.

  `compileFlags`

    A `ShaderCompileFlags` containing the flags used to compile this shader.

  `encoding`

    The `ShaderEncoding` of the source. See `files`.

  `files`

    A list of `ShaderSourceFile`, encoded in the form denoted by `encoding`.

    The first entry in the list is always the file where the entry point is.

class `renderdoc.``ShaderReflection`

  The reflection and metadata fully describing a shader.

  The information in this structure is API agnostic, and is matched up against a `ShaderBindpointMapping` instance to map the information here to the API’s binding points and resource binding scheme.

  `constantBlocks`

    A list of `ConstantBlock` with the shader’s constant bindings.

  `debugInfo`

    A `ShaderDebugInfo` containing any embedded debugging information in this shader.

  `dispatchThreadsDimension`

    The 3D dimensions of a compute workgroup, for compute shaders.

  `encoding`

    The `ShaderEncoding` of this shader. See `rawBytes`.

  `entryPoint`

    The entry point in the shader for this reflection, if multiple entry points exist.

  `inputSignature`

    A list of `SigParameter` with the shader’s input signature.

  `interfaces`

    A list of strings with the shader’s interfaces. Largely an unused API feature.

  `outputSignature`

    A list of `SigParameter` with the shader’s output signature.

  `rawBytes`

    A raw `bytes` dump of the original shader, encoded in the form denoted by `encoding`.

  `readOnlyResources`

    A list of `ShaderResource` with the shader’s read-only resources.

  `readWriteResources`

    A list of `ShaderResource` with the shader’s read-write resources.

  `resourceId`

    The `ResourceId` of this shader.

  `samplers`

    A list of `ShaderSampler` with the shader’s samplers.

  `stage`

    The `ShaderStage` that this shader corresponds to, if multiple entry points exist.

class `renderdoc.``Bindpoint`

  Declares the binding information for a single resource binding.

  See `ShaderBindpointMapping` for how this mapping works in detail.

  `arraySize`

    If this is an arrayed binding, the number of elements in the array.

  `bind`

    The binding index.

  `bindset`

    The binding set.

  `used`

    `True` if the shader actually uses this resource, otherwise it’s declared but unused.

class `renderdoc.``ShaderBindpointMapping`

  This structure goes hand in hand with `ShaderReflection` to determine how to map from bindpoint indices in the resource lists there to API-specific binding points. The `bindPoint` member in `ShaderResource` or `ConstantBlock` refers to an index in these associated lists, which then map potentially sparsely and potentially in different orders to the appropriate API registers, indices, or slots.

  API specific details:

  - Direct3D11 - All `Bindpoint.bindset` values are 0 as D3D11 has no notion of sets, and the only namespacing that exists is by shader stage and object type. Mostly this already exists with the constant block, read only and read write resource lists.

    `Bindpoint.arraySize` is likewise unused as D3D11 doesn’t have arrayed resource bindings.

    `Bindpoint.bind` refers to the register/slot binding within the appropriate type (SRVs for read-only resources, UAV for read-write resources, samplers/constant buffers in each type).

  - OpenGL - Similarly to D3D11, `Bindpoint.bindset` and `Bindpoint.arraySize` are unused as OpenGL does not have true binding sets or array resource binds.

    For OpenGL there may be many more duplicate `Bindpoint` objects as the `Bindpoint.bind` refers to the index in the type-specific list, which is much more granular on OpenGL. E.g. `0` may refer to images, storage buffers, and atomic buffers all within the `readWriteResources` list. The index is the uniform value of the binding. Since no objects are namespaced by shader stage, the same value in two shaders refers to the same binding.

  - Direct3D12 - Since D3D12 doesn’t have true resource arrays (they are linearised into sequential registers) `Bindpoint.arraySize` is not used.

    `Bindpoint.bindset` corresponds to register spaces, with `Bindpoint.bind` then mapping to the register within that space. The root signature then maps these registers to descriptors.

  - Vulkan - For Vulkan `Bindpoint.bindset` corresponds to the index of the descriptor set, and `Bindpoint.bind` refers to the index of the descriptor within that set. `Bindpoint.arraySize` also is used as descriptors in Vulkan can be true arrays, bound all at once to a single binding.

  `constantBlocks`

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.constantBlocks` list.

  `inputAttributes`

    This maps input attributes as a simple swizzle on the `ShaderReflection.inputSignature` indices for APIs where this mapping is mutable at runtime.

  `readOnlyResources`

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.readOnlyResources` list.

  `readWriteResources`

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.readWriteResources` list.

  `samplers`

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.samplers` list.