Save a texture to disk¶
In this example we will find a particular drawcall, and save the color output to disk as an image file.
To begin with, so that we have an interesting drawcall selected we iterate over the list of draws finding the drawcall with the highest vertex count. For more on how to iterate through a capture’s list of drawcalls, see Iterate drawcall tree.
Once we have set the drawcall we want as the current event, we can configure the texture save operation. To do this we create a
TextureSave object. The properties of the object determine how the texture will be mapped to an image file to be saved to disk.
HDR, alpha is not supported so we choose to blend to a checkerboard pattern in RGB, so the alpha is ‘visible’. You can also choose other alpha operations. For the other formats they support alpha natively so we preserve it.
DDS is the only format that supports mip levels and array slices, so we choose to keep all of these in the output file instead of selecting only one. It is also possible to map array slices into a grid to display an array texture in a single-image format.
DDS will also support the exact format that the texture is in, rather than encoding it to a different precision.
import sys # Import renderdoc if not already imported (e.g. in the UI) if 'renderdoc' not in sys.modules and '_renderdoc' not in sys.modules: import renderdoc # Alias renderdoc for legibility rd = renderdoc # Recursively search for the drawcall with the most vertices def biggestDraw(prevBiggest, d): ret = prevBiggest if ret == None or d.numIndices > ret.numIndices: ret = d for c in d.children: biggest = biggestDraw(ret, c) if biggest.numIndices > ret.numIndices: ret = biggest return ret def sampleCode(controller): # Find the biggest drawcall in the whole capture draw = None for d in controller.GetDrawcalls(): draw = biggestDraw(draw, d) # Move to that draw controller.SetFrameEvent(draw.eventId, True) texsave = rd.TextureSave() # Select the first color output texsave.resourceId = draw.outputs if texsave.resourceId == rd.ResourceId.Null(): return filename = str(int(texsave.resourceId)) print("Saving images of %s at %d: %s" % (filename, draw.eventId, draw.name)) # Save different types of texture # Blend alpha to a checkerboard pattern for formats without alpha support texsave.alpha = rd.AlphaMapping.BlendToCheckerboard # Most formats can only display a single image per file, so we select the # first mip and first slice texsave.mip = 0 texsave.slice.sliceIndex = 0 texsave.destType = rd.FileType.JPG controller.SaveTexture(texsave, filename + ".jpg") texsave.destType = rd.FileType.HDR controller.SaveTexture(texsave, filename + ".hdr") # For formats with an alpha channel, preserve it texsave.alpha = rd.AlphaMapping.Preserve texsave.destType = rd.FileType.PNG controller.SaveTexture(texsave, filename + ".png") # DDS textures can save multiple mips and array slices, so instead # of the default behaviour of saving mip 0 and slice 0, we set -1 # which saves *all* mips and slices texsave.mip = -1 texsave.slice.sliceIndex = -1 texsave.destType = rd.FileType.DDS controller.SaveTexture(texsave, filename + ".dds") def loadCapture(filename): # Open a capture file handle cap = rd.OpenCaptureFile() # Open a particular file - see also OpenBuffer to load from memory status = cap.OpenFile(filename, '', None) # Make sure the file opened successfully if status != rd.ReplayStatus.Succeeded: raise RuntimeError("Couldn't open file: " + str(status)) # Make sure we can replay if not cap.LocalReplaySupport(): raise RuntimeError("Capture cannot be replayed") # Initialise the replay status,controller = cap.OpenCapture(rd.ReplayOptions(), None) if status != rd.ReplayStatus.Succeeded: raise RuntimeError("Couldn't initialise replay: " + str(status)) return (cap, controller) if 'pyrenderdoc' in globals(): pyrenderdoc.Replay().BlockInvoke(sampleCode) else: cap,controller = loadCapture('test.rdc') sampleCode(controller) controller.Shutdown() cap.Shutdown()