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 is True then this is how many times each instance data is used before advancing to the next instance.

E.g. if this value is two, then two instances will be drawn with the first instance data, then two with the next instance data.

perInstance

True if the vertex data is instance-rate.

semanticIndex

The semantic index for this input.

semanticName

The semantic name for this input.

class renderdoc.D3D11VertexBuffer

Describes a single D3D11 vertex buffer binding.

byteOffset

The byte offset from the start of the buffer to the beginning of the vertex data.

byteStride

The byte stride between the start of one set of vertex data and the next.

resourceId

The ResourceId of the buffer bound to this slot.

class renderdoc.D3D11IndexBuffer

Describes the D3D11 index buffer binding.

byteOffset

The byte offset from the start of the buffer to the beginning of the index data.

resourceId

The ResourceId of the index buffer.

class renderdoc.D3D11InputAssembly

Describes the input assembler data.

bytecode

A ShaderReflection describing the bytecode used to create the input layout.

indexBuffer

The D3D11IndexBuffer describing the index buffer.

layouts

A list of D3D11Layout describing the input layout elements in this layout.

resourceId

The ResourceId of the layout object.

vertexBuffers

A list of D3D11VertexBuffer with the vertex buffers that are bound.

class renderdoc.D3D11View

Describes the details of a D3D11 resource view - any one of UAV, SRV, RTV or DSV.

bufferFlags

Valid for buffers - the flags for additional view properties.

bufferStructCount

If the view has a hidden counter, this stores the current value of the counter.

elementByteSize

The byte size of a single element in the view. Either the byte size of viewFormat, or the structured buffer element size, as appropriate.

firstElement

Valid for buffers - the first element to be used in the view.

firstMip

Valid for textures - the first mip that is available through the view.

firstSlice

Valid for texture arrays or 3D textures - the first slice available through the view.

numElements

Valid for buffers - the number of elements to be used in the view.

numMips

Valid for textures - the number of mip levels in the view.

numSlices

Valid for texture arrays or 3D textures - the number of slices in the view.

resourceResourceId

The ResourceId of the underlying resource the view refers to.

structured

True if this view describes a structured buffer.

type

The TextureType of the view type.

viewFormat

The ResourceFormat that the view uses.

viewResourceId

The ResourceId of the view itself.

class renderdoc.D3D11Sampler

Describes a sampler state object.

UseBorder()

Check if the border color is used in this D3D11 sampler.

Returns:True if the border color is used, False otherwise.
Return type:bool
addressU

The AddressMode in the U direction.

addressV

The AddressMode in the V direction.

addressW

The AddressMode in the W direction.

borderColor

The RGBA border color.

compareFunction

The CompareFunction for comparison samplers.

filter

The TextureFilter describing the filtering mode.

maxAnisotropy

The maximum anisotropic filtering level to use.

maxLOD

The maximum mip level that can be used.

minLOD

The minimum mip level that can be used.

mipLODBias

A bias to apply to the calculated mip level before sampling.

resourceId

The ResourceId of the sampler state object.

class renderdoc.D3D11ConstantBuffer

Describes a constant buffer binding.

resourceId

The ResourceId of the buffer.

vecCount

The size of the buffer binding, in units of float4 (16 bytes).

If the capture isn’t using the D3D11.1 binding methods, this offset will be 4096 (64 kiB).

vecOffset

The offset of the buffer binding, in units of float4 (16 bytes).

If the capture isn’t using the D3D11.1 binding methods, this offset will be 0.

class renderdoc.D3D11Shader

Describes a D3D11 shader stage.

bindpointMapping

A ShaderBindpointMapping to match reflection 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 if multisampleEnable is False.

conservativeRasterization

True if a conservative rasterization algorithm should be used.

cullMode

The polygon culling mode.

depthBias

The fixed depth bias value to apply to z-values.

depthBiasClamp

The clamp value for calculated depth bias from depthBias and slopeScaledDepthBias

depthClip

True if pixels outside of the near and far depth planes should be clipped.

fillMode

The polygon fill mode.

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.