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.

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 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.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 or 0xffffffff. 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.

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.

immediate

True if this view is a root parameter (i.e. not in a table).

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.

rootElement

The index in the original root signature that this descriptor came from.

swizzle

Four TextureSwizzle elements indicating the swizzle applied to this texture.

tableIndex

The index in the the parent descriptor table where this descriptor came from.

type

The TextureType of the view type.

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.

borderColor

The RGBA border color.

compareFunction

The CompareFunction for comparison samplers.

filter

The TextureFilter describing the filtering mode.

immediate

True if this view is a static sampler (i.e. not in a table).

maxAnisotropy

The maximum anisotropic filtering level to use.

maxLOD

The maximum mip level that can be used.

minLOD

The minimum mip level that can be used.

mipLODBias

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

rootElement

The index in the original root signature that this descriptor came from.

tableIndex

The index in the the parent descriptor table where this descriptor came from.

class renderdoc.D3D12ConstantBuffer

Describes the details of a constant buffer view descriptor.

byteOffset

The byte offset where the buffer view starts in the underlying buffer.

byteSize

How many bytes are in this constant buffer view.

immediate

True if this view is a root constant (i.e. not in a table).

resourceId

The ResourceId of the underlying buffer resource.

rootElement

The index in the original root signature that this descriptor came from.

rootValues

If immediate is True and this is a root constant, this contains a list of int values with the root values set.

tableIndex

The index in the the parent descriptor table where this descriptor came from.

class renderdoc.D3D12RegisterSpace

Contains all of the registers in a single register space mapped to by a root signature.

constantBuffers

List of D3D12ConstantBuffer containing the constant buffers.

samplers

List of D3D12Sampler containing the samplers.

srvs

List of D3D12View containing the SRVs.

uavs

List of D3D12View containing the UAVs.

class renderdoc.D3D12Shader

Describes a D3D12 shader stage.

bindpointMapping

A ShaderBindpointMapping to match reflection with the bindpoint mapping data.

reflection

A ShaderReflection describing the reflection data for this shader.

resourceId

The ResourceId of the shader object itself.

spaces

A list of D3D12RegisterSpace with the register spaces for this stage.

stage

A ShaderStage identifying which stage this shader is bound to.

class renderdoc.D3D12StreamOutBind

Describes a binding on the D3D12 stream-out stage.

byteOffset

The byte offset in resourceId where the buffer view starts in the underlying buffer.

byteSize

How many bytes are in this stream-out buffer view.

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 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.

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.

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.

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.