D3D11 Pipeline State¶
-
class
renderdoc.
D3D11State
¶ The full current D3D11 pipeline state.
-
computeShader
¶ A
D3D11Shader
describing the compute shader stage.
-
domainShader
¶ A
D3D11Shader
describing the domain shader stage.
-
geometryShader
¶ A
D3D11Shader
describing the geometry shader stage.
-
hullShader
¶ A
D3D11Shader
describing the hull shader stage.
-
inputAssembly
¶ A
D3D11InputAssembly
describing the input assembly pipeline stage.
-
outputMerger
¶ A
D3D11OutputMerger
describing the output merger pipeline stage.
-
pixelShader
¶ A
D3D11Shader
describing the pixel shader stage.
-
predication
¶ A
D3D11Predication
describing the predicated rendering state.
-
rasterizer
¶ A
D3D11Rasterizer
describing the rasterizer pipeline stage.
-
streamOut
¶ A
D3D11StreamOut
describing the stream-out pipeline stage.
-
vertexShader
¶ A
D3D11Shader
describing the vertex shader stage.
-
-
class
renderdoc.
D3D11Layout
Describes a single D3D11 input layout element for one vertex input.
-
TightlyPacked
¶ Value for
byteOffset
that indicates this element is tightly packed.
-
byteOffset
The byte offset from the start of the vertex data in the vertex buffer from
inputSlot
.If the value is
TightlyPacked
then the element is packed tightly after the previous element, or 0 if this is the first element.
-
format
The
ResourceFormat
describing how the input data is interpreted.
-
inputSlot
The vertex buffer input slot where the data is sourced from.
-
instanceDataStepRate
If
perInstance
isTrue
then this is how many times each instance data is used before advancing to the next instance.E.g. if this value is two, then two instances will be drawn with the first instance data, then two with the next instance data.
-
perInstance
True
if the vertex data is instance-rate.
-
semanticIndex
The semantic index for this input.
-
semanticName
The semantic name for this input.
-
-
class
renderdoc.
D3D11VertexBuffer
Describes a single D3D11 vertex buffer binding.
-
byteOffset
The byte offset from the start of the buffer to the beginning of the vertex data.
-
byteStride
The byte stride between the start of one set of vertex data and the next.
-
resourceId
The
ResourceId
of the buffer bound to this slot.
-
-
class
renderdoc.
D3D11IndexBuffer
Describes the D3D11 index buffer binding.
-
byteOffset
The byte offset from the start of the buffer to the beginning of the index data.
-
resourceId
The
ResourceId
of the index buffer.
-
-
class
renderdoc.
D3D11InputAssembly
Describes the input assembler data.
-
bytecode
A
ShaderReflection
describing the bytecode used to create the input layout.
-
indexBuffer
The
D3D11IndexBuffer
describing the index buffer.
-
layouts
A list of
D3D11Layout
describing the input layout elements in this layout.
-
resourceId
The
ResourceId
of the layout object.
-
vertexBuffers
A list of
D3D11VertexBuffer
with the vertex buffers that are bound.
-
-
class
renderdoc.
D3D11View
Describes the details of a D3D11 resource view - any one of UAV, SRV, RTV or DSV.
-
bufferFlags
Valid for buffers - the flags for additional view properties.
-
bufferStructCount
If the view has a hidden counter, this stores the current value of the counter.
-
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 first mip that is available through the view.
-
firstSlice
Valid for texture arrays or 3D textures - the first slice available through the view.
-
numElements
Valid for buffers - the number of elements to be used in the view.
-
numMips
Valid for textures - the number of mip levels in the view.
-
numSlices
Valid for texture arrays or 3D textures - the number of slices in the view.
-
resourceResourceId
The
ResourceId
of the underlying resource the view refers to.
-
structured
True
if this view describes a structured buffer.
-
type
The
TextureType
of the view type.
-
viewFormat
The
ResourceFormat
that the view uses.
-
viewResourceId
The
ResourceId
of the view itself.
-
-
class
renderdoc.
D3D11Sampler
Describes a sampler state object.
-
UseBorder
() Check if the border color is used in this D3D11 sampler.
Returns: True
if the border color is used,False
otherwise.Return type: bool
-
addressU
The
AddressMode
in the U direction.
-
addressV
The
AddressMode
in the V direction.
-
addressW
The
AddressMode
in the W direction.
-
borderColor
The RGBA border color.
-
compareFunction
The
CompareFunction
for comparison samplers.
-
filter
The
TextureFilter
describing the filtering mode.
-
maxAnisotropy
The maximum anisotropic filtering level to use.
-
maxLOD
The maximum mip level that can be used.
-
minLOD
The minimum mip level that can be used.
-
mipLODBias
A bias to apply to the calculated mip level before sampling.
-
resourceId
The
ResourceId
of the sampler state object.
-
-
class
renderdoc.
D3D11ConstantBuffer
Describes a constant buffer binding.
-
resourceId
The
ResourceId
of the buffer.
-
vecCount
The size of the buffer binding, in units of
float4
(16 bytes).If the capture isn’t using the D3D11.1 binding methods, this offset will be 4096 (64 kiB).
-
vecOffset
The offset of the buffer binding, in units of
float4
(16 bytes).If the capture isn’t using the D3D11.1 binding methods, this offset will be 0.
-
-
class
renderdoc.
D3D11Shader
Describes a D3D11 shader stage.
-
bindpointMapping
A
ShaderBindpointMapping
to matchreflection
with the bindpoint mapping data.
-
classInstances
A list of
str
with the bound class instance names.
-
constantBuffers
A list of
D3D11ConstantBuffer
with the bound constant buffers.
-
reflection
A
ShaderReflection
describing the reflection data for this shader.
-
resourceId
The
ResourceId
of the shader itself.
-
samplers
A list of
D3D11Sampler
with the bound samplers.
-
srvs
A list of
D3D11View
with the bound SRVs.
-
stage
A
ShaderStage
identifying which stage this shader is bound to.
-
uavs
A list of
D3D11View
with the bound UAVs - only valid for the compute stage.
-
-
class
renderdoc.
D3D11StreamOutBind
Describes a binding on the D3D11 stream-out stage.
-
byteOffset
The byte offset of the stream-output binding.
-
resourceId
The
ResourceId
of the buffer.
-
-
class
renderdoc.
D3D11StreamOut
Describes the stream-out stage bindings.
-
outputs
A list of
D3D11StreamOutBind
with the bound buffers.
-
-
class
renderdoc.
D3D11RasterizerState
Describes a rasterizer state object.
-
antialiasedLines
True
if lines should be anti-aliased. Ignored ifmultisampleEnable
isFalse
.
-
conservativeRasterization
The current
ConservativeRaster
mode.
-
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.
-
resourceId
The
ResourceId
of the rasterizer state object.
-
scissorEnable
True
if the scissor test should be applied.
-
slopeScaledDepthBias
The slope-scaled depth bias value to apply to z-values.
-
-
class
renderdoc.
D3D11Rasterizer
Describes the rasterization state of the D3D11 pipeline.
-
scissors
A list of
Scissor
with the bound scissor regions.
-
state
A
D3D11RasterizerState
with the details of the rasterization state.
-
viewports
A list of
Viewport
with the bound viewports.
-
-
class
renderdoc.
D3D11DepthStencilState
Describes a depth-stencil state object.
-
backFace
A
StencilFace
describing what happens for back-facing polygons.
-
depthEnable
True
if depth testing should be performed.
-
depthFunction
The
CompareFunction
to use for testing depth values.
-
depthWrites
True
if depth values should be written to the depth target.
-
frontFace
A
StencilFace
describing what happens for front-facing polygons.
-
resourceId
The
ResourceId
of the depth-stencil state object.
-
stencilEnable
True
if stencil operations should be performed.
-
-
class
renderdoc.
D3D11BlendState
Describes a blend state object.
-
alphaToCoverage
True
if alpha-to-coverage should be used when blending to an MSAA target.
-
blendFactor
The constant blend factor to use in blend equations.
-
blends
A list of
ColorBlend
describing the blend operations for each target.
-
independentBlend
True
if independent blending for each target should be used.False
if the first blend should be applied to all targets.
-
resourceId
The
ResourceId
of the blend state object.
-
sampleMask
The mask determining which samples are written to.
-
-
class
renderdoc.
D3D11OutputMerger
Describes the current state of the output-merger stage of the D3D11 pipeline.
-
blendState
A
D3D11BlendState
with the details of the blend state.
-
depthReadOnly
True
if depth access to the depth-stencil target is read-only.
-
depthStencilState
A
D3D11DepthStencilState
with the details of the depth-stencil state.
-
depthTarget
A
D3D11View
with details of the bound depth-stencil target.
-
renderTargets
A list of
D3D11View
describing the bound render targets.
-
stencilReadOnly
True
if stencil access to the depth-stencil target is read-only.
-
uavStartSlot
Which slot in the output targets is the first UAV.
-
uavs
A list of
D3D11View
describing the bound UAVs.
-
-
class
renderdoc.
D3D11Predication
Describes the current state of predicated rendering.
-
isPassing
True
if the current predicate would render.
-
resourceId
The
ResourceId
of the active predicate.
-
value
The value to go along with the predicate.
-