D3D11 Pipeline State¶
- class renderdoc.D3D11State¶
The full current D3D11 pipeline state.
- computeShader¶
The compute shader stage.
- Type:
- domainShader¶
The domain shader stage.
- Type:
- geometryShader¶
The geometry shader stage.
- Type:
- hullShader¶
The hull shader stage.
- Type:
- inputAssembly¶
The input assembly pipeline stage.
- Type:
- outputMerger¶
The output merger pipeline stage.
- Type:
- pixelShader¶
The pixel shader stage.
- Type:
- predication¶
The predicated rendering state.
- Type:
- rasterizer¶
The rasterizer pipeline stage.
- Type:
- streamOut¶
The stream-out pipeline stage.
- Type:
- vertexShader¶
The vertex shader stage.
- Type:
Vertex Input¶
- class renderdoc.D3D11InputAssembly¶
Describes the input assembler data.
- bytecode¶
The shader reflection for the bytecode used to create the input layout.
- Type:
- indexBuffer¶
The bound index buffer.
- Type:
- layouts¶
The input layout elements in this layout.
- Type:
List[D3D11Layout]
- resourceId¶
The
ResourceId
of the layout object.
- 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:
- inputSlot¶
The vertex buffer input slot where the data is sourced from.
- instanceDataStepRate¶
If
perInstance
isTrue
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:
- 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:
- resourceId¶
The
ResourceId
of the shader itself.
- samplers¶
The bound samplers.
- Type:
List[D3D11Sampler]
- 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:
- 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:
- viewResourceId¶
The
ResourceId
of the view itself.
Stream-out¶
- class renderdoc.D3D11StreamOut¶
Describes the stream-out stage bindings.
- NoRasterization¶
Value for
rasterizedStream
that indicates no stream is being rasterized.
- outputs¶
The bound stream-out buffer bindings.
- Type:
List[D3D11StreamOutBind]
- rasterizedStream¶
Which stream-out stream is being used for rasterization.
If the value is
NoRasterization
then no stream has been selected for rasterization.- Type:
int
- 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.
- state¶
The details of the rasterization state.
- Type:
- class renderdoc.D3D11RasterizerState¶
Describes a rasterizer state object.
- antialiasedLines¶
True
if lines should be anti-aliased. Ignored ifmultisampleEnable
isFalse
.
- conservativeRasterization¶
The current
ConservativeRaster
mode.
- depthBias¶
The fixed depth bias value to apply to z-values.
- depthBiasClamp¶
The clamp value for calculated depth bias from
depthBias
andslopeScaledDepthBias
- depthClip¶
True
if pixels outside of the near and far depth planes should be clipped.
- 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:
- depthReadOnly¶
True
if depth access to the depth-stencil target is read-only.
- depthStencilState¶
The current depth-stencil state details.
- Type:
- stencilReadOnly¶
True
if stencil access to the depth-stencil target is read-only.
- uavStartSlot¶
Which slot in the output targets is the first UAV.
- class renderdoc.D3D11DepthStencilState¶
Describes a depth-stencil state object.
- backFace¶
The stencil state for back-facing polygons.
- Type:
- 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:
- 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.