- class renderdoc.FrameDescription¶
Contains frame-level global information
No frame number is available.
The time when the capture was created, as a unix timestamp in UTC.
The total file size of the whole capture in bytes, before decompression.
The debug messages that are not associated with any particular event.
The offset into the file of the start of the frame.
APIEvent.fileOffsetthis should only be used as a relative measure, as it is not a literal number of bytes from the start of the file on disk.
Starting from frame #1 defined as the time from application startup to first present, this counts the frame number when the capture was made.
This value is only accurate if the capture was triggered through the default mechanism, if it was triggered from the application API it doesn’t correspond to anything and will be set to
The byte size of the section of the file that contains frame-initial contents.
The byte size of the section of the file that must be kept in memory persistently.
The total file size of the whole capture in bytes, after decompression.
- class renderdoc.ActionDescription¶
Describes the properties of an action.
An action is a call such as a draw, a compute dispatch, clears, copies, resolves, etc. Any GPU event which may have deliberate visible side-effects to application-visible memory, typically resources such as textures and buffers. It also includes markers, which provide a user-generated annotation of events and actions.
Returns the name for this action, either from its custom name (see
customName) or from the matching chunk in the structured data passed in.
Returns whether or not this action corresponds to a fake marker added by
Such actions may break expectations of event IDs and action IDs, so it is recommended to avoid processing them wherever possible.
Returns whether or not this action is a fake marker.
- Return type
A 1-based index of this action relative to other actions.
For indexed drawcalls, the offset added to each index after fetching.
The child actions below this one, if it’s a marker region or multi-action.
ResourceIdidentifying the destination object in a copy, resolve or blit operation.
The custom name of this action.
For markers this will be a user-provided string. In most other cases this will be empty, and the name can be generated using structured data. The last listed event in
eventswill correspond to the event for the overall action, and its chunk will contain a name and any parameters.
Some actions will have a custom name generated for e.g. reading back and directly displaying indirect parameters or render pass parameters.
The 3D base offset of the workgroup ID if the call allows an override, or 0 if not.
The 3D number of workgroups to dispatch in a dispatch call.
The 3D size of each workgroup in threads if the call allows an override, or 0 if not.
The index of this action in an call with multiple draws, e.g. an indirect action.
0 if not part of a multi-action.
For indexed drawcalls, the first index to fetch from the index buffer.
For instanced drawcalls, the offset applied before looking up instanced vertex inputs.
The next action in the frame, or
Noneif this is the last action in the frame.
The number of indices or vertices as appropriate for a draw action. 0 if not used.
The number of instances for a draw action. 0 if not used.
An 8-tuple of the
ResourceIdids for the color outputs, which can be used for very coarse bucketing of actions into similar passes by their outputs.
The parent of this action, or
Noneif there is no parent for this action.
The previous action in the frame, or
Noneif this is the first action in the frame.
For non-indexed drawcalls, the offset applied before looking up each vertex input.
- class renderdoc.ActionFlags(value)¶
A set of flags describing the properties of a particular action. An action is a call such as a draw, a compute dispatch, clears, copies, resolves, etc. Any GPU event which may have deliberate visible side-effects to application-visible memory, typically resources such as textures and buffers. It also includes markers, which provide a user-generated annotation of events and actions.
The action has no special properties.
The action renders primitives using the graphics pipeline.
The action issues a number of compute workgroups.
The action calls into a previously recorded child command list.
The action inserts a single debugging marker.
The action begins a debugging marker region that has children.
The action ends a debugging marker region.
The action is a presentation call that hands a swapchain image to the presentation engine.
The action is a multi-action that contains several specified child actions. Typically a MultiDraw or ExecuteIndirect on D3D12.
The action performs a resource copy operation.
The action performs a resource resolve or blit operation.
The action performs a resource mip-generation operation.
The action uses an index buffer.
The action uses instancing. This does not mean it renders more than one instanced, simply that it uses the instancing feature.
The action interacts with stream-out to render all vertices previously written. This is a Direct3D 11 specific feature.
The action uses a buffer on the GPU to source some or all of its parameters in an indirect way.
The action clears a color target.
The action clears a depth-stencil target.
The action marks the beginning of a render pass.
The action marks the end of a render pass.
The action is a virtual marker added to show command buffer boundaries.
- class renderdoc.APIEvent¶
An individual API-level event, generally corresponds one-to-one with an API call.
No chunk is available.
The chunk index for this function call in the structured file.
If no chunk index is available this will be set to
NoChunk. This will only happen for fake markers added to the capture after load.
The API event’s Event ID.
This is a 1-based count of API events in the capture. The eventId is used as a reference point in many places in the API to represent where in the capture the ‘current state’ is, and to perform analysis in reference to the state at a particular point in the frame.
eventIds are generally increasing, positive, and contiguous, with a few exceptions. These are when fake markers are added to a capture with
ReplayController.AddFakeMarkers(). Thus if strong eventId guarantees are desired, this function should be avoided.
Also eventIds may not correspond directly to an actual function call - sometimes a function such as a multi action indirect will be one function call that expands to multiple events to allow inspection of results part way through the multi action.
A byte offset in the data stream where this event happens.
This should only be used as a relative measure, it is not a literal number of bytes from the start of the file on disk.
- class renderdoc.DebugMessage¶
A debugging message from the API validation or internal analysis and error detection.
The string contents of the message.
An ID that identifies this particular debug message uniquely.
- class renderdoc.MessageCategory(value)¶
The type of issue that a debug message is about.
This message was generated by the application.
This message doesn’t fall into any other pre-defined category.
This message is about initialisation or creation of objects.
This message is about cleanup, destruction or shutdown of objects.
This message is about compilation of shaders.
This message is about creating unified state objects.
This message is about changing current pipeline state.
This message is about fetching or retrieving current pipeline state.
This message is about updating or changing a resource’s properties or contents.
This message is about performing work.
This message is about the use, syntax, binding or linkage of shaders.
This message is about the use of deprecated functionality.
This message is about the use of undefined behaviour.
This message is about behaviour that could be or is not portable between different environments.
This message is about performance problems or pitfalls.
- class renderdoc.MessageSeverity(value)¶
How serious a debug message is
This message is very serious, indicating a guaranteed problem or major flaw.
This message is somewhat serious, indicating a problem that should be addressed or investigated.
This message is not very serious. This indicates something that might indicate a problem.
This message is not about a problem but is purely informational.
- class renderdoc.MessageSource(value)¶
Where a debug message was reported from
This message comes from the API’s debugging or validation layers.
This message comes from detecting redundant API calls - calls with no side-effect or purpose, e.g. setting state that is already set.
This message comes from detecting incorrect use of the API.
This message comes from detecting general performance problems that are not hardware or platform specific.
This message comes from detecting patterns that will cause performance problems on GCN-based hardware.
This message comes not from inspecting the log but something detected at runtime while in use, for example exceptions generated during shader debugging.
This message comes from replaying a capture in an environment with insufficient capability to accurately reproduce the API work. Either this means the replay will be wrong, or it may be that depending on the exact API work some inaccuracies might happen.
- class renderdoc.EventUsage¶
Describes a particular use of a resource at a specific
- class renderdoc.ResourceUsage(value)¶
How a resource is being used in the pipeline at a particular point.
Note that a resource may be used for more than one thing in one event, see
The resource is not being used.
The resource is being used as a fixed-function vertex buffer input.
The resource is being used as an index buffer.
The resource is being used for constants in the tessellation evaluation or
The resource is being used for constants in all shader stages.
The resource is being used for stream out/transform feedback storage after geometry processing.
The resource is being used as a read-only resource in the tessellation control or
The resource is being used as a read-only resource in the tessellation evaluation or
The resource is being used as a read-only resource in all shader stages.
The resource is being used as a read-write resource in the tessellation control or
The resource is being used as a read-write resource in the tessellation evaluation or
The resource is being used as a read-write resource in all shader stages.
The resource is being read as an input target for reading from the target currently being written.
The resource is being written to as a color output.
The resource is being written to and tested against as a depth-stencil output.
The resource is being used for indirect arguments.
The resource is being cleared.
The resource contents are discarded explicitly or implicitly.
The resource is having mips generated for it.
The resource is being resolved or blitted, as both source and destination.
The resource is being resolved or blitted from.
The resource is being resolved or blitted to.
The resource is being copied, as both source and destination.
The resource is being copied from.
The resource is being copied to.
The resource is being specified in a barrier, as defined in Vulkan or Direct3D 12.
The resource is written from the CPU, either directly as mapped memory or indirectly via a synchronous update.
ResourceUsagevalue for read-only resource use at a given shader stage.
ResourceUsagevalue for read-write resource use at a given shader stage.
- class renderdoc.TextureSave¶
Describes a texture to save and how to map it to the destination file format.
Controls handling of alpha channel, only relevant for file formats that don’t have alpha.
It is an
AlphaMappingthat controls what behaviour to use.
Selects a single component out of a texture to save as grayscale, or -1 to save all.
Controls black/white point mapping for output formats that are normal
8-bit SRGB, values are truncated so that values below the black point and above the white point are clamped, and the values in between are evenly distributed.
The quality to use when saving to a
JPGfile. Valid values are between 1 and 100.
Selects the mip to be written out.
If set to
-1then all mips are written, where allowed by file format. If not allowed, mip 0 is written
Controls mapping for multisampled textures (ignored if texture is not multisampled)
Controls mapping for arrayed textures (ignored if texture is not arrayed)
- class renderdoc.FileType(value)¶
The format of an image file
A DDS file
A PNG file
A JPG file
A BMP file
A TGA file
An HDR file
An EXR file
Raw data, just the bytes of the image tightly packed with no metadata or compression/encoding
- class renderdoc.AlphaMapping(value)¶
What to do with the alpha channel from a texture while saving out to a file.
Completely discard the alpha channel and only write RGB to the file.
Blend to the primary background color using alpha.
Blend to a checkerboard pattern with the primary and secondary background colors.
Preserve the alpha channel and save it to the file by itself.
This is only valid for file formats that support alpha channels.
- class renderdoc.TextureComponentMapping¶
How to map components to normalised
[0, 255]for saving to 8-bit file formats.
The value that should be mapped to
The value that should be mapped to
- class renderdoc.TextureSampleMapping¶
How to map multisampled textures for saving to non-multisampled file formats.
Trueif the samples should be mapped to array slices. A multisampled array expands each slice in-place, so it would be slice 0: sample 0, slice 0: sample 1, slice 1: sample 0, etc.
This then follows the mapping for array slices as with any other array texture.
- class renderdoc.TextureSliceMapping¶
How to map array textures for saving to non-arrayed file formats.
Write out 6 slices in a cruciform pattern:
+----+ | +y | | | +----+----+----+----+ | -x | +z | +x | -z | | | | | | +----+----+----+----+ | -y | | | +----+
With the gaps filled in with transparent black.
Selects the (depth/array) slice to save.
If this is -1, then all slices are written out as detailed below. This is only supported in formats that don’t support slices natively, and will be done in RGBA8.
- class renderdoc.PixelModification¶
An attempt to modify a pixel by a particular event.
Determine if this fragment passed all tests and wrote to the texture.
Trueif it passed all tests,
Falseif it failed any.
- Return type
Trueif the backface culling test eliminated this fragment.
Trueif depth bounds clipping eliminated this fragment.
Trueif depth near/far clipping eliminated this fragment.
Trueif depth testing eliminated this fragment.
Trueif this event came as part of an arbitrary shader write.
A 0-based index of which fragment this modification corresponds to, in the case that multiple fragments from a single action wrote to a pixel.
The value of the texture before this fragment ran.
This is valid only for the first fragment if multiple fragments in the same event write to the same pixel.
Trueif predicated rendering skipped this call.
The primitive that generated this fragment.
Trueif the sample mask eliminated this fragment.
Trueif scissor clipping eliminated this fragment.
Trueif the pixel shader executed a discard on this fragment.
Trueif stencil testing eliminated this fragment.
Trueif no pixel shader was bound at this event.
Trueif viewport clipping eliminated this fragment.
- class renderdoc.ModificationValue¶
The value of pixel output at a particular event.
Returns whether or not this modification value is valid.
- Return type
Sets this modification value to be invalid.
The depth output, as a
The stencil output, or
-1if not available.
- class renderdoc.PixelValue¶
The contents of an RGBA pixel.
The RGBA value interpreted as
Tuple[float, float, float, float]
The RGBA value interpreted as 32-bit signed integer.
Tuple[int, int, int, int]
The RGBA value interpreted as 32-bit unsigned integer.
Tuple[int, int, int, int]