D3D12 Pipeline State¶
-
class
renderdoc.
D3D12State
¶ The full current D3D12 pipeline state.
-
computeShader
¶ A
D3D12Shader
describing the compute shader stage.
-
domainShader
¶ A
D3D12Shader
describing the domain shader stage.
-
geometryShader
¶ A
D3D12Shader
describing the geometry shader stage.
-
hullShader
¶ A
D3D12Shader
describing the hull shader stage.
-
inputAssembly
¶ A
D3D12InputAssembly
describing the input assembly pipeline stage.
-
outputMerger
¶ A
D3D12OM
describing the output merger pipeline stage.
-
pipelineResourceId
¶ The
ResourceId
of the pipeline state object.
-
pixelShader
¶ A
D3D12Shader
describing the pixel shader stage.
-
rasterizer
¶ A
D3D12Rasterizer
describing the rasterizer pipeline stage.
-
resourceStates
¶ A list of
D3D12ResourceData
entries, one for each resource.
-
rootElements
¶ A list of
RootSignatureRange
entries comprising the root signature.
-
rootSignatureResourceId
¶ The
ResourceId
of the root signature object.
-
streamOut
¶ A
D3D12StreamOut
describing the stream-out pipeline stage.
-
vertexShader
¶ A
D3D12Shader
describing the vertex shader stage.
-
-
class
renderdoc.
D3D12Layout
Describes a single D3D12 input layout element for one vertex input.
-
TightlyPacked
¶ Value for
byteOffset
that indicates this element is tightly packed.
-
byteOffset
The byte offset from the start of the vertex data in the vertex buffer from
inputSlot
.If the value is
TightlyPacked
then the element is packed tightly after the previous element, or 0 if this is the first element.
-
format
The
ResourceFormat
describing how the input data is interpreted.
-
inputSlot
The vertex buffer input slot where the data is sourced from.
-
instanceDataStepRate
If
perInstance
isTrue
then this is how many times each instance data is used before advancing to the next instance.E.g. if this value is two, then two instances will be drawn with the first instance data, then two with the next instance data.
-
perInstance
True
if the vertex data is instance-rate.
-
semanticIndex
The semantic index for this input.
-
semanticName
The semantic name for this input.
-
-
class
renderdoc.
D3D12VertexBuffer
Describes a single D3D12 vertex buffer binding.
-
byteOffset
The byte offset from the start of the buffer to the beginning of the vertex data.
-
byteSize
The number of bytes available in this vertex buffer.
-
byteStride
The byte stride between the start of one set of vertex data and the next.
-
resourceId
The
ResourceId
of the buffer bound to this slot.
-
-
class
renderdoc.
D3D12IndexBuffer
Describes the D3D12 index buffer binding.
-
byteOffset
The byte offset from the start of the buffer to the beginning of the index data.
-
byteSize
The number of bytes available in this index buffer.
-
resourceId
The
ResourceId
of the index buffer.
-
-
class
renderdoc.
D3D12InputAssembly
Describes the input assembler state in the PSO.
-
indexBuffer
The
D3D12IndexBuffer
describing the index buffer.
-
indexStripCutValue
The index value to use for cutting strips. Either
0
,0xffff
or0xffffffff
. If the value is 0, strip cutting is disabled.
-
layouts
A list of
D3D12Layout
describing the input layout elements in this layout.
-
vertexBuffers
A list of
D3D12VertexBuffer
with the vertex buffers that are bound.
-
-
class
renderdoc.
D3D12View
Describes the details of a D3D12 resource view - any one of UAV, SRV, RTV or DSV.
-
bind
The shader register that this view is bound to.
-
bufferFlags
The
D3DBufferViewFlags
set for the buffer.
-
bufferStructCount
If the view has a hidden counter, this stores the current value of the counter.
-
counterByteOffset
The byte offset in
counterResourceId
where the counter is stored.
-
counterResourceId
The
ResourceId
of the resource where the hidden buffer counter is stored.
-
elementByteSize
The byte size of a single element in the view. Either the byte size of
viewFormat
, or the structured buffer element size, as appropriate.
-
firstElement
Valid for buffers - the first element to be used in the view.
-
firstMip
Valid for textures - the highest mip that is available through the view.
-
firstSlice
Valid for texture arrays or 3D textures - the first slice available through the view.
-
minLODClamp
The minimum mip-level clamp applied when sampling this texture.
-
numElements
Valid for buffers - the number of elements to be used in the view.
-
numMips
Valid for textures - the number of mip levels in the view.
-
numSlices
Valid for texture arrays or 3D textures - the number of slices in the view.
-
resourceId
The
ResourceId
of the underlying resource the view refers to.
-
swizzle
A
TextureSwizzle4
indicating the swizzle applied to this texture.
-
tableIndex
The index in the the parent descriptor table where this descriptor came from.
-
type
The
TextureType
of the view type.
-
viewFormat
The
ResourceFormat
that the view uses.
-
-
class
renderdoc.
D3D12Sampler
Describes the details of a sampler descriptor.
-
UseBorder
() Check if the border color is used in this D3D12 sampler.
Returns: True
if the border color is used,False
otherwise.Return type: bool
-
addressU
The
AddressMode
in the U direction.
-
addressV
The
AddressMode
in the V direction.
-
addressW
The
AddressMode
in the W direction.
-
bind
The shader register that this sampler is bound to.
-
borderColor
The RGBA border color.
-
compareFunction
The
CompareFunction
for comparison samplers.
-
filter
The
TextureFilter
describing the filtering mode.
-
maxAnisotropy
The maximum anisotropic filtering level to use.
-
maxLOD
The maximum mip level that can be used.
-
minLOD
The minimum mip level that can be used.
-
mipLODBias
A bias to apply to the calculated mip level before sampling.
-
tableIndex
The index in the the parent descriptor table where this descriptor came from.
-
-
class
renderdoc.
D3D12ConstantBuffer
Describes the details of a constant buffer view descriptor.
-
bind
The shader register that this constant buffer is bound to.
-
byteOffset
The byte offset where the buffer view starts in the underlying buffer.
-
byteSize
How many bytes are in this constant buffer view.
-
resourceId
The
ResourceId
of the underlying buffer resource.
-
rootValues
If
immediate
isTrue
and this is a root constant, this contains a list ofint
values with the root values set.
-
tableIndex
The index in the the parent descriptor table where this descriptor came from.
-
-
class
renderdoc.
D3D12RootSignatureRange
Contains information for a single root signature element range
-
constantBuffers
List of
ConstantBuffer
containing the constant buffers.
-
immediate
True
if this root element is a root constant (i.e. not in a table).
-
registerSpace
The register space of this element.
-
rootElement
The index in the original root signature that this descriptor came from.
-
samplers
List of
Sampler
containing the samplers.
-
type
The
BindType
contained by this element.
-
views
List of
View
containing the SRVs or UAVs.
-
visibility
The
ShaderStageMask
of this element.
-
-
class
renderdoc.
D3D12Shader
Describes a D3D12 shader stage.
-
bindpointMapping
A
ShaderBindpointMapping
to matchreflection
with the bindpoint mapping data.
-
reflection
A
ShaderReflection
describing the reflection data for this shader.
-
resourceId
The
ResourceId
of the shader object itself.
-
stage
A
ShaderStage
identifying which stage this shader is bound to.
-
-
class
renderdoc.
D3D12StreamOutBind
Describes a binding on the D3D12 stream-out stage.
-
byteOffset
The byte offset in
resourceId
where the buffer view starts in the underlying buffer.
-
byteSize
How many bytes are in this stream-out buffer view.
-
resourceId
The
ResourceId
of the buffer.
-
writtenCountByteOffset
The byte offset in
writtenCountResourceId
where the stream-out count will be written.
-
writtenCountResourceId
The
ResourceId
of the buffer where the written count will be stored.
-
-
class
renderdoc.
D3D12StreamOut
Describes the stream-out state in the PSO.
-
outputs
A list of
D3D12SOBind
with the bound buffers.
-
-
class
renderdoc.
D3D12RasterizerState
Describes the rasterizer state in the PSO.
-
antialiasedLines
True
if lines should be anti-aliased. Ignored ifmultisampleEnable
isFalse
.
-
conservativeRasterization
The current
ConservativeRaster
mode.
-
cullMode
The polygon
CullMode
.
-
depthBias
The fixed depth bias value to apply to z-values.
-
depthBiasClamp
The clamp value for calculated depth bias from
depthBias
andslopeScaledDepthBias
-
depthClip
True
if pixels outside of the near and far depth planes should be clipped.
-
fillMode
The polygon
FillMode
.
-
forcedSampleCount
A sample count to force rasterization to when UAV rendering or rasterizing, or 0 to not force any sample count.
-
frontCCW
True
if counter-clockwise polygons are front-facing.False
if clockwise polygons are front-facing.
-
multisampleEnable
True
if the quadrilateral MSAA algorithm should be used on MSAA targets.
-
slopeScaledDepthBias
The slope-scaled depth bias value to apply to z-values.
-
-
class
renderdoc.
D3D12Rasterizer
Describes the rasterization state of the D3D12 pipeline.
-
sampleMask
The mask determining which samples are written to.
-
scissors
A list of
Scissor
with the bound scissor regions.
-
state
A
D3D12RasterizerState
with the details of the rasterization state.
-
viewports
A list of
Viewport
with the bound viewports.
-
-
class
renderdoc.
D3D12DepthStencilState
Describes the state of the depth-stencil state in the PSO.
-
backFace
A
StencilFace
describing what happens for back-facing polygons.
-
depthBoundsEnable
True
if depth bounds tests should be applied.
-
depthEnable
True
if depth testing should be performed.
-
depthFunction
The
CompareFunction
to use for testing depth values.
-
depthWrites
True
if depth values should be written to the depth target.
-
frontFace
A
StencilFace
describing what happens for front-facing polygons.
-
maxDepthBounds
The far plane bounding value.
-
minDepthBounds
The near plane bounding value.
-
stencilEnable
True
if stencil operations should be performed.
-
-
class
renderdoc.
D3D12BlendState
Describes the blend state in the PSO.
-
alphaToCoverage
True
if alpha-to-coverage should be used when blending to an MSAA target.
-
blendFactor
The constant blend factor to use in blend equations.
-
blends
A list of
ColorBlend
describing the blend operations for each target.
-
independentBlend
True
if independent blending for each target should be used.False
if the first blend should be applied to all targets.
-
-
class
renderdoc.
D3D12OM
Describes the current state of the output-merger stage of the D3D12 pipeline.
-
blendState
A
D3D12BlendState
with the details of the blend state.
-
depthReadOnly
True
if depth access to the depth-stencil target is read-only.
-
depthStencilState
A
D3D12DepthStencilState
with the details of the depth-stencil state.
-
depthTarget
A
D3D12View
with details of the bound depth-stencil target.
-
multiSampleCount
The sample count used for rendering.
-
multiSampleQuality
The MSAA quality level used for rendering.
-
renderTargets
A list of
D3D12View
describing the bound render targets.
-
stencilReadOnly
True
if stenncil access to the depth-stencil target is read-only.
-
-
class
renderdoc.
D3D12ResourceState
Describes the current state that a sub-resource is in.
-
name
A human-readable name for the current state.
-
-
class
renderdoc.
D3D12ResourceData
Contains the current state of a given resource.
-
resourceId
The
ResourceId
of the resource.
-
states
A list of
D3D12ResourceState
entries, one for each subresource.
-