D3D11 Pipeline State

class renderdoc.D3D11State

The full current D3D11 pipeline state.

computeShader

The compute shader stage.

Type

D3D11Shader

domainShader

The domain shader stage.

Type

D3D11Shader

geometryShader

The geometry shader stage.

Type

D3D11Shader

hullShader

The hull shader stage.

Type

D3D11Shader

inputAssembly

The input assembly pipeline stage.

Type

D3D11InputAssembly

outputMerger

The output merger pipeline stage.

Type

D3D11OutputMerger

pixelShader

The pixel shader stage.

Type

D3D11Shader

predication

The predicated rendering state.

Type

D3D11Predication

rasterizer

The rasterizer pipeline stage.

Type

D3D11Rasterizer

streamOut

The stream-out pipeline stage.

Type

D3D11StreamOut

vertexShader

The vertex shader stage.

Type

D3D11Shader

Vertex Input

class renderdoc.D3D11InputAssembly

Describes the input assembler data.

bytecode

The shader reflection for the bytecode used to create the input layout.

Type

ShaderReflection

indexBuffer

The bound index buffer.

Type

D3D11IndexBuffer

layouts

The input layout elements in this layout.

Type

List[D3D11Layout]

resourceId

The ResourceId of the layout object.

topology

The current primitive topology.

Type

Topology

vertexBuffers

The bound vertex buffers

Type

List[D3D11VertexBuffer]

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.

byteStride

The number of bytes for each index in the index buffer. Typically 2 or 4 bytes but it can be 0 if no index buffer is bound.

resourceId

The ResourceId of the index buffer.

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.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 format describing how the input data is interpreted.

Type

ResourceFormat

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.

Shaders and Bindings

class renderdoc.D3D11Shader

Describes a D3D11 shader stage.

bindpointMapping

The bindpoint mapping data to match reflection.

Type

ShaderBindpointMapping

classInstances

The bound class instance names.

Type

List[str]

constantBuffers

The bound constant buffers.

Type

List[D3D11ConstantBuffer]

reflection

The reflection data for this shader.

Type

ShaderReflection

resourceId

The ResourceId of the shader itself.

samplers

The bound samplers.

Type

List[D3D11Sampler]

srvs

The bound SRVs.

Type

List[D3D11View]

stage

A ShaderStage identifying which stage this shader is bound to.

uavs

The bound UAVs - only valid for the compute stage, other stages pull the UAVs from the D3D11OutputMerger.

Type

List[D3D11View]

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.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.

Type

Tuple[float,float,float,float]

compareFunction

The CompareFunction for comparison samplers.

filter

The filtering mode.

Type

TextureFilter

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.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 format cast that the view uses.

Type

ResourceFormat

viewResourceId

The ResourceId of the view itself.

Stream-out

class renderdoc.D3D11StreamOut

Describes the stream-out stage bindings.

outputs

The bound stream-out buffer bindings.

Type

List[D3D11StreamOutBind]

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.

Rasterizer

class renderdoc.D3D11Rasterizer

Describes the rasterization state of the D3D11 pipeline.

scissors

The bound scissor regions.

Type

List[Scissor]

state

The details of the rasterization state.

Type

D3D11RasterizerState

viewports

The bound viewports.

Type

List[Viewport]

class renderdoc.D3D11RasterizerState

Describes a rasterizer state object.

antialiasedLines

True if lines should be anti-aliased. Ignored if multisampleEnable is False.

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 and slopeScaledDepthBias

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.

Output Merger

class renderdoc.D3D11OutputMerger

Describes the current state of the output-merger stage of the D3D11 pipeline.

blendState

The current blend state details.

Type

D3D11BlendState

depthReadOnly

True if depth access to the depth-stencil target is read-only.

depthStencilState

The current depth-stencil state details.

Type

D3D11DepthStencilState

depthTarget

The currently bound depth-stencil target.

Type

D3D11View

renderTargets

The bound render targets.

Type

List[D3D11View]

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

The bound UAVs.

Type

List[D3D11View]

class renderdoc.D3D11DepthStencilState

Describes a depth-stencil state object.

backFace

The stencil state for back-facing polygons.

Type

StencilFace

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

The stencil state for front-facing polygons.

Type

StencilFace

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.

Type

Tuple[float,float,float,float]

blends

The blend operations for each target.

Type

List[ColorBlend]

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.

Predication

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.