API Reference: Shaders

This is the API reference for the functions, classes, and enums in the renderdoc module which represents the underlying interface that the UI is built on top of. For more high-level information and instructions on using the python API, see Python API.

Descriptors

class renderdoc.Descriptor

The contents of a descriptor. Not all contents will be valid depending on API and descriptor type, others will be set to sensible defaults.

For sampler descriptors, the sampler-specific data can be queried separately and returned as SamplerDescriptor for sampler types.

bufferStructCount

If the view has a hidden counter, this stores the current value of the counter.

Type

int

byteOffset

For any kind of buffer descriptor, the base byte offset within the resource where the referenced range by the descriptor begins.

Type

int

byteSize

For any kind of buffer descriptor, the number of bytes in the range covered by the descriptor.

Type

int

counterByteOffset

The byte offset in secondary where the counter is stored, for buffer descriptors with a secondary counter.

Type

int

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.

Type

int

firstMip

For texture descriptors, the first mip in the texture which is visible to the descriptor

Type

int

firstSlice

For texture descriptors, the first slice in a 3D or array texture which is visible to the descriptor

Type

int

flags

The flags for additional API-specific and generally non-semantically impactful properties.

Type

DescriptorFlags

format

The format cast that the view uses, for typed buffer and image descriptors.

Type

ResourceFormat

minLODClamp

The clamp applied to the minimum LOD by the resource view, separate and in addition to any clamp by a sampler used.

Type

float

numMips

For texture descriptors, the number of mips in the texture which are visible to the descriptor

Type

int

numSlices

For texture descriptors, the number of slices in a 3D or array texture which are visible to the descriptor

Type

int

resource

The primary bound resource at this descriptor, either a buffer or an image resource.

Note that sampler descriptors will not be listed here, see secondary.

Type

ResourceId

secondary

The secondary bound resource at this descriptor.

For any descriptor containing a sampler, this will be the sampler. For buffer descriptors with an associated counter buffer this will be the counter buffer.

Type

ResourceId

swizzle

The swizzle applied to texture descriptors.

Type

TextureSwizzle4

textureType

The specific type of a texture descriptor.

Type

TextureType

type

The type of this descriptor as a general category.

Type

DescriptorType

view

The view object used to create this descriptor, which formats or subsets the bound resource referenced by resource.

Type

ResourceId

class renderdoc.SamplerDescriptor

The contents of a sampler descriptor. Not all contents will be valid depending on API and capabilities, others will be set to sensible defaults.

For normal descriptors, the resource data should be queried and returned in Descriptor.

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.

borderColorType

The RGBA border color type. This determines how the data in borderColorValue will be interpreted.

Type

CompType

borderColorValue

The RGBA border color value. Typically the float tuple inside will be used, but the exact component type can be checked with borderColorType.

Type

PixelValue

chromaFilter

For ycbcr samplers - the FilterMode describing the chroma filtering mode.

compareFunction

The CompareFunction for comparison samplers.

creationTimeConstant

True if this sampler was initialised at creation time for a pipeline or descriptor layout, the method being API specific. If so this sampler is not dynamic and was not explicitly set and may have no real descriptor storage.

Type

bool

filter

The filtering mode.

Type

TextureFilter

forceExplicitReconstruction

For ycbcr samplers - True if explicit reconstruction is force enabled.

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.

mipBias

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

object

For APIs where samplers are an explicit object, the ResourceId of the sampler itself

Type

ResourceId

seamlessCubemaps

True if this sampler is seamless across cubemap boundaries (the default).

srgbBorder

True if the border colour is swizzled with an sRGB formatted image.

swizzle

The swizzle applied. Primarily for ycbcr samplers applied before conversion but for non-ycbcr samplers can be used for implementations that require sampler swizzle information for border colors.

Type

TextureSwizzle4

type

The type of this descriptor as a general category.

If this is not set to DescriptorType.Sampler or DescriptorType.ImageSampler the rest of the contents of this structure are not valid as the descriptor is not a sampler descriptor.

Type

DescriptorType

unnormalized

True if unnormalized co-ordinates are used in this sampler.

xChromaOffset

For ycbcr samplers - the ChromaSampleLocation X-axis chroma offset.

yChromaOffset

For ycbcr samplers - the ChromaSampleLocation Y-axis chroma offset.

ycbcrModel

For ycbcr samplers - the YcbcrConversion used for conversion.

ycbcrRange

For ycbcr samplers - the YcbcrRange used for conversion.

ycbcrSampler

The ResourceId of the ycbcr conversion object associated with this sampler.

class renderdoc.DescriptorFlags(value)

A set of flags for descriptor properties.

NoFlags

The buffer will not be used for any of the uses below.

RawBuffer

On D3D, a buffer is used as a raw (byte-addressed) buffer.

AppendBuffer

On D3D, a buffer is used as a append/consume view.

CounterBuffer

On D3D, a buffer is used with a structured buffer with associated hidden counter.

ReadOnlyAccess

On GL, a storage image or buffer is bound with read-only access.

WriteOnlyAccess

On GL, a storage image or buffer is bound with write-only access.

InlineData

This descriptor isn’t backed by an explicit buffer in the API (though a resource may be provided for data query purposes during replay), but instead by some virtual or in-line data. For example in-line constants set directly, or compile/creation time constants.

The exact nature can be determined by the shader reflection data.

class renderdoc.DescriptorCategory(value)

The category of a descriptor, corresponding to the interfaces in ShaderReflection.

Unknown

An unknown or uninitialised type of descriptor.

ConstantBlock

A constant block.

Sampler

A sampler object.

ReadOnlyResource

A read-only resource.

ReadWriteResource

A read-write resource.

class renderdoc.DescriptorType(value)

The type of a descriptor.

Unknown

An unknown or uninitialised type of descriptor.

ConstantBuffer

A constant or uniform buffer.

Sampler

A separate sampler object.

ImageSampler

A combined image and sampler object.

Image

An image that can only be sampled from.

Buffer

A buffer that can only be read from, with data read literally in a shader via raw or structured access.

TypedBuffer

A typed buffer that can only be read from, interpreting each element via a format decode.

ReadWriteImage

An image that can be read from and written to arbitrarily.

ReadWriteTypedBuffer

A typed/texture buffer that can be read from and written to arbitrarily.

ReadWriteBuffer

A buffer that can be read from and written to arbitrarily.

AccelerationStructure

A ray-tracing acceleration structure, read-only in the shader.

renderdoc.CategoryForDescriptorType(type)

Get the shader interface category for a given type of descriptor.

Parameters

type# (DescriptorType) – The type of descriptor

Returns

The descriptor category.

Return type

DescriptorCategory

renderdoc.IsConstantBlockDescriptor(type)

Checks if a descriptor type corresponds to a constant block in shader reflection.

Parameters

type# (DescriptorType) – The type of descriptor

Returns

True if the descriptor type is a constant block descriptor.

Return type

bool

renderdoc.IsReadOnlyDescriptor(type)

Checks if a descriptor type corresponds to a read only resource in shader reflection. Combined image/samplers are reported as read only resources.

Parameters

type# (DescriptorType) – The type of descriptor

Returns

True if the descriptor type is a read-only resource descriptor.

Return type

bool

renderdoc.IsReadWriteDescriptor(type)

Checks if a descriptor type corresponds to a read write resource in shader reflection.

Parameters

type# (DescriptorType) – The type of descriptor

Returns

True if the descriptor type is a read-write resource descriptor.

Return type

bool

renderdoc.IsSamplerDescriptor(type)

Checks if a descriptor type corresponds to a sampler in shader reflection. Only dedicated sampler types are sampler descriptors, combined image/samplers are reported only as read only resources.

Parameters

type# (DescriptorType) – The type of descriptor

Returns

True if the descriptor type is a sampler descriptor.

Return type

bool

class renderdoc.DescriptorLogicalLocation

In many cases there may be a logical location or fixed binding point for a particular descriptor which is not conveyed with a simple byte offset into a descriptor store. This is particularly true for any descriptor stores that are not equivalent to a buffer of bytes but actually have an API structure - for example D3D11 and GL with fixed binding points, or Vulkan with descriptor sets.

In some cases on APIs with explicit descriptor storage this may convey information about virtualised descriptors that are not explicitly backed with real storage.

This structure describes such a location queried for a given descriptor.

For example on D3D11 this would give the register number of the binding, and on GL it would give the unit index. Both cases would be able to query the type and shader stage visibility of descriptors that are not accessed or even bound.

On Vulkan this would give the set, binding, and visibility. In most cases this information will be available for all descriptors but in some cases the type of descriptor may not be available if it is unused and has not been initialised.

On D3D12 this would only give the index into the heap, as no other information is available purely by the descriptor itself.

Note

This information may not be fully present on all APIs so the returned structures may be empty or partially filled out, depending on what information is relevant per API.

category

The general category of a descriptor stored. This may not be available for uninitialised descriptors on all APIs.

Type

DescriptorCategory

fixedBindNumber

The fixed binding number for this descriptor. The interpretation of this is API-specific and it is provided purely for informational purposes and has no bearing on how data is accessed or described.

Generally speaking sorting by this number will give a reasonable ordering by binding if it exists.

Note

Because this number is API-specific, there is no guarantee that it will be unique across all descriptors. It should be used only within contexts that can interpret it API-specifically, or else for purely informational/non-semantic purposes like sorting.

Type

int

logicalBindName

The logical binding name, as suitable for displaying to a user when displaying the contents of a descriptor queried directly from a heap.

Depending on the API, this name may be identical or less specific than the one obtained from shader reflection. Generally speaking it’s preferred to use any information from shader reflection first, and fall back to this name if no reflection information is available in the context.

Type

str

stageMask

The set of shader stages that this descriptor is intrinsically available to. This is primarily relevant for D3D11 with its fixed per-stage register binding points.

Note this only shows if a descriptor itself can only ever be accessed by some shader stages by definition, not if a descriptor is generally available but happened to only be accessed by one or more stage. That information is available directly in the DescriptorAccess itself.

Type

ShaderStageMask

class renderdoc.DescriptorRange

A range of sized descriptors.

count

The number of descriptors in this range.

descriptorSize

The size of each descriptor in the range.

offset

The offset in the descriptor storage where the descriptor range starts.

class renderdoc.DescriptorAccess

The details of a single accessed descriptor as fetched by a shader and which descriptor in the descriptor store was fetched.

This may be a somewhat conservative access, reported as possible but not actually executed on the GPU itself.

NoShaderBinding

No shader binding corresponds to this descriptor access, it happened directly without going through any kind of binding.

arrayElement

For an arrayed resource declared in a shader, the array element used.

Type

int

byteOffset

The offset in bytes to the descriptor in the descriptor store.

Type

int

byteSize

The size in bytes of the descriptor.

Type

int

descriptorStore

The backing storage of the descriptor.

Type

ResourceId

index

The index within the shader’s reflection list corresponding to type of the accessing resource.

If this value is set to NoShaderBinding then the shader synthesised a direct access into descriptor storage without passing through a declared binding.

Type

int

stage

The shader stage that this descriptor access came from.

Type

ShaderStage

staticallyUnused

For informational purposes, some descriptors that are declared in the shader interface but are provably unused may still be reported as descriptor accesses. This flag will be set to True to indicate that the descriptor was definitely not used.

This flag only states that a descriptor is definitely unused on all paths. If set to False this does not necessarily guarantee that the descriptor was accessed on the GPU during execution.

Type

bool

type

The type of the descriptor being accessed.

Type

DescriptorType

Reflection

class renderdoc.ShaderReflection

The reflection and metadata fully describing a shader.

The information in this structure is API agnostic.

constantBlocks

The constant block bindings.

Type

List[ConstantBlock]

debugInfo

The embedded debugging information.

Type

ShaderDebugInfo

dispatchThreadsDimension

The 3D dimensions of a compute workgroup, for compute shaders.

Type

Tuple[int,int,int]

encoding

The ShaderEncoding of this shader. See rawBytes.

entryPoint

The entry point in the shader for this reflection, if multiple entry points exist.

inputSignature

The input signature.

Type

List[SigParameter]

interfaces

The list of strings with the shader’s interfaces. Largely an unused API feature.

Type

List[str]

outputSignature

The output signature.

Type

List[SigParameter]

outputTopology

The output topology for geometry, tessellation and mesh shaders.

Type

Topology

pointerTypes

The list of pointer types referred to in this shader.

Type

List[ShaderConstantType]

rawBytes

A raw bytes dump of the original shader, encoded in the form denoted by encoding.

rayAttributes

The block layout of the ray attributes structure.

Only relevant for intersection shaders and closest/any hit shaders, this gives the attributes structure produced by a custom intersection shader which is available by hit shaders, or else the built-in structure if no intersection shader was used and a triangle intersection is reported.

Type

ConstantBlock

rayPayload

The block layout of the ray payload.

Only relevant for raytracing shaders, this gives the payload accessible for read and write by ray evaluation during the processing of the ray

Type

ConstantBlock

readOnlyResources

The read-only resource bindings.

Type

List[ShaderResource]

readWriteResources

The read-write resource bindings.

Type

List[ShaderResource]

resourceId

The ResourceId of this shader.

samplers

The sampler bindings.

Type

List[ShaderSampler]

stage

The ShaderStage that this shader corresponds to, if multiple entry points exist.

taskPayload

The block layout of the task-mesh communication payload.

Only relevant for task or mesh shaders, this gives the output payload (for task shaders) or the input payload (for mesh shaders)

Type

ConstantBlock

class renderdoc.ShaderStage(value)

The stage in a pipeline where a shader runs

Vertex

The vertex shader.

Hull

The hull shader. See also Tess_Control.

Tess_Control

The tessellation control shader. See also Hull.

Domain

The domain shader. See also Tess_Eval.

Tess_Eval

The tessellation evaluation shader. See also Domain.

Geometry

The geometry shader.

Pixel

The pixel shader. See also Fragment.

Fragment

The fragment shader. See also Pixel.

Compute

The compute shader.

Amplification

The amplification shader. See also Task.

Task

The task shader. See also Amplification.

Mesh

The mesh shader.

RayGen

A ray generation shader, called from a ray dispatch command to launch initial rays.

Intersection

An intersection shader, used for procedural objects in a BLAS to calculate hits.

AnyHit

An any-hit shader, called in an indeterminate order and number when a ray intersection has been found with an object but may not be the final hit.

ClosestHit

A closest-hit shader, called once the closest hit on a ray has been found.

Miss

A miss shader, called when a ray has no valid closest hit at all.

Callable

A callable shader, called by shader code via index during ray processing.

class renderdoc.ShaderStageMask(value)

A set of flags for ShaderStage stages

Unknown

No flags set for any shader stages.

Vertex

The flag for ShaderStage.Vertex.

Hull

The flag for ShaderStage.Hull.

Tess_Control

The flag for ShaderStage.Tess_Control.

Domain

The flag for ShaderStage.Domain.

Tess_Eval

The flag for ShaderStage.Tess_Eval.

Geometry

The flag for ShaderStage.Geometry.

Pixel

The flag for ShaderStage.Pixel.

Fragment

The flag for ShaderStage.Fragment.

Compute

The flag for ShaderStage.Compute.

Task

The flag for ShaderStage.Task.

Amplification

The flag for ShaderStage.Amplification.

Mesh

The flag for ShaderStage.Mesh.

RayGen

The flag for ShaderStage.RayGen.

Intersection

The flag for ShaderStage.Intersection.

AnyHit

The flag for ShaderStage.AnyHit.

ClosestHit

The flag for ShaderStage.ClosestHit.

Miss

The flag for ShaderStage.Miss.

Callable

The flag for ShaderStage.Callable.

All

A shorthand version with flags set for all stages together.

renderdoc.MaskForStage(stage)

Calculate the corresponding flag for a shader stage

Parameters

stage# (ShaderStage) – The shader stage

Returns

The flag that corresponds to the input shader stage

Return type

ShaderStageMask

renderdoc.FirstStageForMask(stageMask)

For a shader stage mask that only covers one shader stage, return the shader stage.

Note

If the shader stage mask covers multiple stages, only the first matching stage will be returned. If the mask is empty, ShaderStage.Count will be returned.

Parameters

stageMask# (ShaderStageMask) – The shader stage mask.

Returns

The first shader stage covered by the mask.

Return type

ShaderStage

class renderdoc.SigParameter

The information describing an input or output signature element describing the interface between shader stages.

NoIndex

Value for an index that means it is invalid or not applicable for this parameter.

channelUsedMask

A bitmask indicating which components in the shader register are actually used by the shader itself, for APIs that pack signatures together.

compCount

The number of components used to store this element. See varType.

needSemanticIndex

A convenience flag - True if the semantic name is unique and no index is needed.

perPrimitiveRate

A flag indicating if this parameter is output at per-primitive rate rather than per-vertex.

regChannelMask

A bitmask indicating which components in the shader register are stored, for APIs that pack signatures together.

regIndex

The index of the shader register/binding used to store this signature element.

This may be NoIndex if the element is system-generated and not consumed by another shader stage. See systemValue.

semanticIdxName

The combined semantic name and index.

semanticIndex

The semantic index of this variable - see semanticName.

semanticName

The semantic name of this variable, if the API uses semantic matching for bindings.

stream

Selects a stream for APIs that provide multiple output streams for the same named output.

systemValue

The ShaderBuiltin value that this element contains.

varName

The name of this variable - may not be present in the metadata for all APIs.

varType

The variable type of data that this element stores.

class renderdoc.ShaderBuiltin(value)

Annotates a particular built-in input or output from a shader with a special meaning to the hardware or API.

Some of the built-in inputs or outputs can be declared multiple times in arrays or otherwise indexed to apply to multiple related things - see ClipDistance, CullDistance and ColorOutput.

Undefined

Undefined built-in or no built-in is attached to this shader variable.

Position

As an output from the final vertex processing shader stage, this feeds the vertex position to the rasterized. As an input to the pixel shader stage this receives the position from the rasterizer.

PointSize

An output that controls the size of point primitives.

ClipDistance

An output for the distance to a user-defined clipping plane. Any pixel with an interpolated value that is negative will not be rasterized. Typically there can be more than one such output.

CullDistance

An output for the distance to a user-defined culling plane. Any primitive with all vertices having negative values will not be rasterized. Typically there can be more than one such output.

RTIndex

An output for selecting the render target index in an array to render to. Available in geometry shaders and possibly earlier stages depending on hardware/API capability.

ViewportIndex

An output for selecting the viewport index to render to. Available in geometry shaders and possibly earlier stages depending on hardware/API capability.

VertexIndex

An input to the vertex shader listing the vertex index. The exact meaning of this index can vary by API but generally it refers to either a 0-based counter for non-indexed draws, or the index value for indexed draws. It may or may not be affected by offsets, depending on API semantics.

PrimitiveIndex

A built-in indicating which primitive is being processed. This can be read by all primitive stages after the vertex shader, and written by the geometry shader.

InstanceIndex

This built-in is defined similar to VertexIndex but for instances within an instanced drawcall. It counts from 0 and as with VertexIndex it may or may not be affected by drawcall offsets.

DispatchSize

An input in compute shaders that gives the number of workgroups executed by the dispatch call.

DispatchThreadIndex

An input in compute shaders giving a 3D shared index across all workgroups, such that the index varies across each thread in the workgroup up to its size, then the indices for workgroup (0,0,1) begin adjacent to where workgroup (0,0,0) ended.

This is related to GroupThreadIndex and GroupIndex.

GroupIndex

An input in compute shaders giving a 3D index of this current workgroup amongst all workgroups, up to the dispatch size.

The index is constant across all threads in the workgroup.

This is related to GroupThreadIndex and DispatchThreadIndex.

GroupSize

The size of a workgroup, giving the number of threads in each dimension.

GroupFlatIndex

An input in compute shaders giving a flat 1D index of the thread within the current workgroup. This index increments first in the X dimension, then in the Y dimension, then in the Z dimension.

GroupThreadIndex

An input in compute shaders giving a 3D index of this thread within its workgroup, up to the workgroup size.

The input does not vary between one thread in a workgroup and the same thread in another workgroup.

This is related to GroupIndex and DispatchThreadIndex.

GSInstanceIndex

An input to the geometry shader giving the instance being run, if the geometry shader was setup to be invoked multiple times for each input primitive.

OutputControlPointIndex

An input to the tessellation control or hull shader giving the output control point index or patch vertex being operated on.

DomainLocation

An input to the tessellation evaluation or domain shader, giving the normalised location on the output patch where evaluation is occuring. E.g. for triangle output this is the barycentric co-ordinates of the output vertex.

IsFrontFace

An input to the pixel shader indicating whether or not the contributing triangle was considered front-facing or not according to the API setup for winding order and backface orientation.

MSAACoverage

An input or an output from the pixel shader. As an input, it specifies a bitmask of which samples in a pixel were covered by the rasterizer. As an output, it specifies which samples in the destination target should be updated.

MSAASamplePosition

An input to the pixel shader that contains the location of the current sample relative to the pixel, when running the pixel shader at sample frequency.

MSAASampleIndex

An input to the pixel shader that indicates which sample in the range 0 .. N-1 is currently being processed.

PatchNumVertices

An input to the tessellation stages, this gives the number of vertices in each patch.

OuterTessFactor

An output from the tessellation control or hull shader, this determines the level to which the outer edge of each primitive is tessellated by the fixed-function tessellator.

It is also available for reading in the tessellation evaluation or domain shader.

InsideTessFactor

Related to OuterTessFactor this functions in the same way to determine the tessellation level inside the primitive.

ColorOutput

An output from the pixel shader, this determines the color value written to the corresponding target. There will be as many color output built-ins as there are targets bound.

DepthOutput

An output from the pixel shader, writes the depth of this pixel with no restrictions.

Related to DepthOutputGreaterEqual and DepthOutputLessEqual.

DepthOutputGreaterEqual

An output from the pixel shader, writes the depth of this pixel with the restriction that it will be greater than or equal to the original depth produced by the rasterizer.

Related to DepthOutput and DepthOutputLessEqual.

DepthOutputLessEqual

An output from the pixel shader, writes the depth of this pixel with the restriction that it will be less than or equal to the original depth produced by the rasterizer.

Related to DepthOutputGreaterEqual and DepthOutput.

BaseVertex

The first vertex processed in this draw, as specified by the firstVertex / baseVertex parameter to the draw call.

BaseInstance

The first instance processed in this draw call, as specified by the firstInstance parameter.

DrawIndex

For indirect or multi-draw commands, the index of this draw call within the overall draw command.

StencilReference

The stencil reference to be used for stenciling operations on this fragment.

PointCoord

The fragments co-ordinates within a point primitive being rasterized.

IsHelper

Indicates if the current invocation is a helper invocation.

SubgroupSize

The number of invocations in a subgroup.

NumSubgroups

The number of subgroups in the local workgroup.

SubgroupIndexInWorkgroup

The index of the current subgroup within all subgroups in the workgroup, up to NumSubgroups - 1.

IndexInSubgroup

The index of the current thread in the current subgroup, up to SubgroupSize - 1.

SubgroupEqualMask

A bitmask where the bit corresponding to IndexInSubgroup is set.

SubgroupGreaterEqualMask

A bitmask where all bits greater or equal to the one corresponding to IndexInSubgroup are set.

SubgroupGreaterMask

A bitmask where all bits greater than the one corresponding to IndexInSubgroup are set.

SubgroupLessEqualMask

A bitmask where all bits less or equal to the one corresponding to IndexInSubgroup are set.

SubgroupLessMask

A bitmask where all bits less than the one corresponding to IndexInSubgroup are set.

DeviceIndex

The device index executing the shader, relative to the current device group.

IsFullyCovered

Indicates if the current fragment area is fully covered by the generating primitive.

FragAreaSize

Gives the dimensions of the area that the fragment covers.

FragInvocationCount

Gives the maximum number of invocations for the fragment being covered.

PackedFragRate

Contains the packed shading rate, with an API specific packing of X and Y. For example:

1x being 0, 2x being 1, 4x being 2. Then the lower two bits being the Y rate and the next 2 bits being the X rate.

Barycentrics

Contains the barycentric co-ordinates.

CullPrimitive

An output to indicate whether or not a primitive should be culled.

OutputIndices

An output containing the indices for a meshlet.

MultiViewIndex

An input specifying the view being rendered to in multiview rendering. Only valid when multiview rendering is enabled.

class renderdoc.ConstantBlock

Contains the information for a block of constant values. The values are not present, only the metadata about how the variables are stored in memory itself and their type/name information.

bindArraySize

If this binding is natively arrayed, how large is the array size. If not arrayed, this will be set to 1.

This value may be set to a very large number if the array is unbounded in the shader.

Type

int

bufferBacked

True if the contents are stored in a buffer of memory. If not then they are set by some other API-specific method, such as direct function calls or they may be compile-time specialisation constants.

byteSize

The total number of bytes consumed by all of the constants contained in this block.

compileConstants

True if this is a virtual buffer listing compile-time specialisation constants.

fixedBindNumber

The fixed binding number for this binding. The interpretation of this is API-specific and it is provided purely for informational purposes and has no bearing on how data is accessed or described. Similarly some bindings don’t have a fixed bind number and the value here should not be relied on.

For OpenGL only, this value is not used as bindings are dynamic and cannot be determined by the shader reflection. Bindings must be determined only by the descriptor mapped to.

Generally speaking sorting by this number will give a reasonable ordering by binding if it exists.

Note

Because this number is API-specific, there is no guarantee that it will be unique across all resources, though generally it will be unique within all binds of the same type. It should be used only within contexts that can interpret it API-specifically, or else for purely informational/non-semantic purposes like sorting.

Type

int

fixedBindSetOrSpace

The fixed binding set or space for this binding. This is API-specific, on Vulkan this gives the set and on D3D12 this gives the register space. It is provided purely for informational purposes and has no bearing on how data is accessed or described.

Generally speaking sorting by this number before fixedBindNumber will give a reasonable ordering by binding if it exists.

Type

int

inlineDataBytes

True if this is backed by in-line data bytes rather than a specific buffer.

name

The name of this constant block, may be empty on some APIs.

variables

The constants contained within this block.

Type

List[ShaderConstant]

class renderdoc.ShaderSampler

Contains the information for a separate sampler in a shader. If the API doesn’t have the concept of separate samplers, this struct will be unused and only ShaderResource is relevant.

Note

that constant blocks will not have a shader resource entry, see ConstantBlock.

bindArraySize

If this binding is natively arrayed, how large is the array size. If not arrayed, this will be set to 1.

This value may be set to a very large number if the array is unbounded in the shader.

Type

int

fixedBindNumber

The fixed binding number for this binding. The interpretation of this is API-specific and it is provided purely for informational purposes and has no bearing on how data is accessed or described. Similarly some bindings don’t have a fixed bind number and the value here should not be relied on.

For OpenGL only, this value is not used as bindings are dynamic and cannot be determined by the shader reflection. Bindings must be determined only by the descriptor mapped to.

Generally speaking sorting by this number will give a reasonable ordering by binding if it exists.

Note

Because this number is API-specific, there is no guarantee that it will be unique across all resources, though generally it will be unique within all binds of the same type. It should be used only within contexts that can interpret it API-specifically, or else for purely informational/non-semantic purposes like sorting.

Type

int

fixedBindSetOrSpace

The fixed binding set or space for this binding. This is API-specific, on Vulkan this gives the set and on D3D12 this gives the register space. It is provided purely for informational purposes and has no bearing on how data is accessed or described.

Generally speaking sorting by this number before fixedBindNumber will give a reasonable ordering by binding if it exists.

Type

int

name

The name of this sampler.

class renderdoc.ShaderResource

Contains the information for a shader resource that is made accessible to shaders directly by means of the API resource binding system.

Note

that constant blocks and samplers will not have a shader resource entry, see ConstantBlock and ShaderSampler.

bindArraySize

If this binding is natively arrayed, how large is the array size. If not arrayed, this will be set to 1.

This value may be set to a very large number if the array is unbounded in the shader.

Type

int

descriptorType

The DescriptorType which this resource expects to access.

Type

DescriptorType

fixedBindNumber

The fixed binding number for this binding. The interpretation of this is API-specific and it is provided purely for informational purposes and has no bearing on how data is accessed or described. Similarly some bindings don’t have a fixed bind number and the value here should not be relied on.

For OpenGL only, this value is not used as bindings are dynamic and cannot be determined by the shader reflection. Bindings must be determined only by the descriptor mapped to.

Generally speaking sorting by this number will give a reasonable ordering by binding if it exists.

Note

Because this number is API-specific, there is no guarantee that it will be unique across all resources, though generally it will be unique within all binds of the same type. It should be used only within contexts that can interpret it API-specifically, or else for purely informational/non-semantic purposes like sorting.

Type

int

fixedBindSetOrSpace

The fixed binding set or space for this binding. This is API-specific, on Vulkan this gives the set and on D3D12 this gives the register space. It is provided purely for informational purposes and has no bearing on how data is accessed or described.

Generally speaking sorting by this number before fixedBindNumber will give a reasonable ordering by binding if it exists.

Type

int

hasSampler

True if this texture resource has a sampler as well.

isInputAttachment

True if this texture resource is a subpass input attachment.

isReadOnly

True if this resource is available to the shader for reading only, otherwise it is able to be read from and written to arbitrarily.

isTexture

True if this resource is a texture, otherwise it is a buffer.

name

The name of this resource.

textureType

The TextureType that describes the type of this resource.

Type

TextureType

variableType

The type of each element of this resource.

Type

ShaderConstantType

Debug Info

class renderdoc.ShaderDebugInfo

Contains the information about a shader contained within API-specific debugging information attached to the shader.

Primarily this means the embedded original source files.

compileFlags

The flags used to compile this shader.

Type

ShaderCompileFlags

compiler

The KnownShaderTool of the compiling tool.

Type

KnownShaderTool

debugStatus

If debuggable is false then this contains a simple explanation of why the shader is not supported for debugging

debuggable

Indicates whether this particular shader can be debugged. In some cases even if the API can debug shaders in general, specific shaders cannot be debugged because they use unsupported functionality

editBaseFile

The index of the file which should be used for re-editing this shader’s entry point.

This is an optional value, and if set to -1 you should fall back to using the file specified in entryLocation, and if no file is specified there then use the first file listed.

encoding

The ShaderEncoding of the source. See files.

Type

ShaderEncoding

entryLocation

The source location of the first executable line or the entry point.

Note

The information is not guaranteed to be available depending on the underlying shader format, so all of the elements are optional.

Type

LineColumnInfo

entrySourceName

The name of the entry point in the source code, not necessarily the same as the entry point name exported to the API.

Type

str

files

The shader files encoded in the form denoted by encoding.

The first entry in the list is always the file where the entry point is.

Type

List[ShaderSourceFile]

sourceDebugInformation

Indicates whether this shader has debug information to allow source-level debugging.

class renderdoc.ShaderEncoding(value)

Identifies a shader encoding used to pass shader code to an API.

Unknown

Unknown or unprocessable format.

DXBC

DXBC binary shader, used by D3D11 and D3D12.

GLSL

GLSL in string format, used by OpenGL.

SPIRV

SPIR-V binary shader, as used by Vulkan. This format is technically not distinct from OpenGLSPIRV but is considered unique here since it really should have been a different format, and introducing a separation allows better selection of tools automatically.

SPIRVAsm

Canonical SPIR-V assembly form, used (indirectly via SPIRV) by Vulkan. See SPIRV.

OpenGLSPIRV

SPIR-V binary shader, as used by OpenGL. This format is technically not distinct from VulkanSPIRV but is considered unique here since it really should have been a different format, and introducing a separation allows better selection of tools automatically.

OpenGLSPIRVAsm

Canonical SPIR-V assembly form, used (indirectly via OpenGLSPIRV) by OpenGL. See OpenGLSPIRV and note that it’s artificially differentiated from SPIRVAsm.

HLSL

HLSL in string format, used by D3D11, D3D12, and Vulkan/GL via compilation to SPIR-V.

DXIL

DXIL binary shader, used by D3D12. Note that although the container is still DXBC format this is used to distinguish from DXBC for compiler I/O matching.

Slang

Slang in string format, used by the slang compiler for compilation to multiple backend formats.

class renderdoc.KnownShaderTool(value)

Identifies a particular known tool used for shader processing.

Unknown

Corresponds to no known tool.

SPIRV_Cross
SPIRV-Cross

targetting normal Vulkan flavoured SPIR-V.

SPIRV_Cross_OpenGL
SPIRV-Cross

targetting OpenGL extension flavoured SPIR-V.

spirv_dis
spirv-dis from SPIRV-Tools

targetting normal Vulkan flavoured SPIR-V.

spirv_dis_OpenGL
spirv-dis from SPIRV-Tools

targetting OpenGL extension flavoured SPIR-V.

glslangValidatorGLSL
glslang compiler (GLSL)

targetting normal Vulkan flavoured SPIR-V.

glslangValidatorGLSL_OpenGL
glslang compiler (GLSL)

targetting OpenGL extension flavoured SPIR-V.

glslangValidatorHLSL

glslang compiler (HLSL).

spirv_as
spirv-as from SPIRV-Tools

targetting normal Vulkan flavoured SPIR-V.

spirv_as_OpenGL
spirv-as from SPIRV-Tools

targetting OpenGL extension flavoured SPIR-V.

dxcSPIRV
DirectX Shader Compiler with Vulkan SPIR-V

output.

dxcDXIL

DirectX Shader Compiler with DXIL output.

fxc

fxc Shader Compiler with DXBC output.

slangSPIRV

Slang Shader Compiler with Vulkan SPIR-V output.

slangDXIL

Slang Shader Compiler with DXIL output.

renderdoc.ToolExecutable(tool)

Returns the default executable name with no suffix for a given KnownShaderTool.

Note

The executable name is returned with no suffix, e.g. foobar which may need a platform specific suffix like .exe appended.

Parameters

tool# (KnownShaderTool) – The tool to get the executable name for.

Returns

The default executable name for this tool, or an empty string if the tool is unrecognised.

Return type

str

renderdoc.ToolInput(tool)

Returns the expected default input ShaderEncoding that a KnownShaderTool expects. This may not be accurate and may be configurable depending on the tool.

Parameters

tool# (KnownShaderTool) – The tool to get the input encoding for.

Returns

The encoding that this tool expects as an input by default.

Return type

renderdoc.ShaderEncoding

renderdoc.ToolOutput(tool)

Returns the expected default output ShaderEncoding that a KnownShaderTool produces. This may not be accurate and may be configurable depending on the tool.

Parameters

tool# (KnownShaderTool) – The tool to get the output encoding for.

Returns

The encoding that this tool produces as an output by default.

Return type

renderdoc.ShaderEncoding

renderdoc.IsTextRepresentation(encoding)

Check whether or not this is a human readable text representation.

Parameters

encoding# (ShaderEncoding) – The encoding to check.

Returns

True if it describes a text representation, False for a bytecode representation.

Return type

bool

class renderdoc.ShaderEntryPoint

Describes an entry point in a shader.

name

The name of the entry point.

stage

The ShaderStage for this entry point .

class renderdoc.ShaderSourceFile

Contains a source file available in a debug-compiled shader.

contents

The actual contents of the file.

filename

The filename of this source file.

class renderdoc.ShaderCompileFlags

Contains the information about the compilation environment of a shader

flags

The API or compiler specific flags used to compile this shader originally.

Type

List[ShaderCompileFlag]

class renderdoc.ShaderCompileFlag

Contains a single flag used at compile-time on a shader.

name

The name of the compile flag.

value

The value of the compile flag.

class renderdoc.ShaderSourcePrefix

Contains the source prefix to add to a given type of shader source

encoding

The encoding of the language this prefix applies to.

prefix

The source prefix to add.

Shader Constants

class renderdoc.ShaderConstant

Contains the detail of a constant within a struct, such as a ConstantBlock, with its type and relative location in memory.

bitFieldOffset

If the variable is bitfield packed, the bit offset from byteOffset above where this variable starts.

If the variable is not a bitfield, this value will be 0. Only integer scalars will have bitfield packing.

Note

Although the offset specified in byteOffset is in bytes, this bitfield offset may be larger than 0 depending on the surrounding values and their types and packing. However it is guaranteed that the offset and the size (from bitFieldSize) will be contained within the normal bit size for the variable type. For example if the variable type is a 32-bit integer, the offsets may range from 0 to 31 and the sum of offset and size will be no more than 32. If the variable is an 8-bit integer, similarly the offset will be 0 to 7 and the sum will be no more than 8.

bitFieldSize

If the variable is bitfield packed, the number of bits this variable spans starting from bitFieldOffset into memory.

If the variable is not a bitfield, this value will be 0. Only integer scalars will have bitfield packing.

byteOffset

The byte offset of this constant relative to the parent structure

defaultValue

If this constant is no larger than a 64-bit constant, gives a default value for it.

name

The name of this constant

type

The type information for this constant.

Type

ShaderConstantType

class renderdoc.ShaderConstantType

Describes the type and members of a ShaderConstant.

ColMajor()

Helper function for checking if flags does not have ShaderVariableFlags.RowMajorMatrix set. This is entirely equivalent to checking that flag manually, but since it is common this helper is provided.

Note

Vectors and scalars will be marked as row-major by convention for convenience.

Returns

If the storage is column-major order in memory

Return type

bool

RowMajor()

Helper function for checking if flags has ShaderVariableFlags.RowMajorMatrix set. This is entirely equivalent to checking that flag manually, but since it is common this helper is provided.

Note

Vectors and scalars will be marked as row-major by convention for convenience.

Returns

If the storage is row-major order in memory

Return type

bool

arrayByteStride

The number of bytes between the start of one element in the array and the next.

baseType

The base VarType of this constant.

columns

The number of columns in this matrix.

elements

The number of elements in the array, or 1 if it’s not an array.

flags

The flags controlling how this constant is interpreted and displayed.

Type

ShaderVariableFlags

matrixByteStride

The number of bytes between the start of one column/row in a matrix and the next.

members

Any members that this constant may contain.

Type

List[ShaderConstant]

name

The name of the type of this constant, e.g. a struct name.

pointerTypeID

The index in ShaderReflection.pointerTypes of the pointee type.

rows

The number of rows in this matrix.

class renderdoc.ShaderVariableFlags(value)

A set of flags for events that control how a shader/buffer value is interpreted and displayed

NoFlags

No flags are specified.

RowMajorMatrix

This matrix is stored in row-major order in memory, instead of column-major. In RenderDoc values are always provided row-major regardless, for consistency of access, but if this flag is not present then the original values were in column order in memory, so the data has been transposed.

HexDisplay

This value should be displayed using hexadecimal where possible.

BinaryDisplay

This value should be displayed using binary where possible.

RGBDisplay

This value should be interpreted as an RGB colour for display where possible.

R11G11B10

This value should be decoded from a 32-bit integer in R11G11B10 packing format.

R10G10B10A2

This value should be decoded from a 32-bit integer in R10G10B10A2 packing format.

UNorm

This value should be treated as unsigned normalised floating point values when interpreting.

SNorm

This value should be treated as signed normalised floating point values when interpreting.

Truncated

This value was truncated when reading - the available range was exhausted.

class renderdoc.VarType(value)

Represents the base type of a shader variable in debugging or constant blocks.

Float

A single-precision (32-bit) floating point value.

Double

A double-precision (64-bit) floating point value.

Half

A half-precision (16-bit) floating point value.

SInt

A signed 32-bit integer value.

UInt

An unsigned 32-bit integer value.

SShort

A signed 16-bit integer value.

UShort

An unsigned 16-bit integer value.

SLong

A signed 64-bit integer value.

ULong

An unsigned 64-bit integer value.

SByte

A signed 8-bit integer value.

UByte

An unsigned 8-bit integer value.

Bool

A boolean value.

Enum

An enum - each member gives a named value, and the type itself is stored as an integer.

Struct

A structure with some number of members.

GPUPointer

A 64-bit pointer into GPU-addressable memory. Variables with this type are stored with opaque contents and should be decoded with ShaderVariable.GetPointer().

ConstantBlock

A reference to a constant block bound to the shader. Variables with this type are stored with opaque contents and should be decoded with ShaderVariable.GetBinding().

ReadOnlyResource

A reference to a read only resource bound to the shader. Variables with this type are stored with opaque contents and should be decoded with ShaderVariable.GetBinding().

ReadWriteResource

A reference to a read/write resource bound to the shader. Variables with this type are stored with opaque contents and should be decoded with ShaderVariable.GetBinding().

Sampler

A reference to a sampler bound to the shader. Variables with this type are stored with opaque contents and should be decoded with ShaderVariable.GetBinding().

Unknown

An unknown type.

renderdoc.VarTypeByteSize(type)

Get the byte size of a variable type.

Parameters

type# (VarType) – The variable type

Returns

The size in bytes of this type

Return type

int

renderdoc.VarTypeCompType(type)

Get the component type of a variable type.

Parameters

type# (VarType) – The variable type

Returns

The base component type of this variable type

Return type

CompType

Shader Debugging

class renderdoc.ShaderDebugTrace

This stores the whole state of a shader’s execution from start to finish, with each individual debugging step along the way, as well as the immutable global constant values that do not change with shader execution.

constantBlocks

Constant buffer backed variables for this shader.

Each entry in this list corresponds to a constant block with the same index in the ShaderReflection.constantBlocks list, which can be used to look up the metadata.

Depending on the underlying shader representation, the constant block may retain any structure or it may have been vectorised and flattened.

Type

List[ShaderVariable]

debugger

An opaque handle identifying by the underlying debugger, which is used to simulate the shader and generate new debug states.

If this is None then the trace is invalid.

Type

ShaderDebugger

inputs

The input variables for this shader.

Type

List[ShaderVariable]

instInfo

An array of the same size as the number of instructions in the shader, with per-instruction information such as source line mapping, and source variables.

Warning

This array is not indexed by instruction. Since it is common for adjacent instructions to have effectively identical source information, this array only stores unique information ordered by instruction. On some internal representations this may be one entry per instruction, and on others it may be sparse and require a binary lookup to locate the corresponding information for an instruction. If no direct match is found, the lower bound match is valid (i.e. the data for instruction A before the data for instruction B is valid for all instructions in range [A, B).

Type

List[InstructionSourceInfo]

readOnlyResources

The read-only resource variables for this shader.

The ‘value’ of the variable is always a single unsigned integer, which is the bindpoint - an index into the ShaderReflection.readOnlyResources list, which can be used to look up the other metadata as well as find the binding from the pipeline state.

Type

List[ShaderVariable]

readWriteResources

The read-write resource variables for this shader.

The ‘value’ of the variable is always a single unsigned integer, which is the bindpoint - an index into the ShaderReflection.readWriteResources list, which can be used to look up the other metadata as well as find the binding from the pipeline state.

Type

List[ShaderVariable]

samplers

The sampler variables for this shader.

The ‘value’ of the variable is always a single unsigned integer, which is the bindpoint - an index into the ShaderReflection.samplers list, which can be used to look up the other metadata as well as find the binding from the pipeline state.

Type

List[ShaderVariable]

sourceVars

An optional mapping from high-level source variables to which debug variables and includes extra type information.

This list contains source variable mapping that is valid for the lifetime of a debug trace. It may be empty if there is no source variable mapping that extends to the life of the debug trace.

Type

List[SourceVariableMapping]

stage

The shader stage being debugged in this trace

class renderdoc.ShaderDebugger

An opaque structure that has internal state for shader debugging

class renderdoc.SourceVariableMapping

Maps the contents of a high-level source variable to one or more shader variables in a ShaderDebugState, with type information.

A single high-level variable may be represented by multiple mappings but only along regular boundaries, typically whole vectors. For example an array may have each element in a different mapping, or a matrix may have a mapping per row. The properties such as rows and elements reflect the parent object.

Note

There is not necessarily a 1:1 mapping from source variable to debug variable, so this can change over time.

columns

The number of columns in this variable.

name

The name and member of this source variable that’s being mapped from.

offset

The offset in the parent source variable, for struct members. Useful for sorting.

rows

The number of rows in this variable - 1 for vectors, >1 for matrices.

signatureIndex

The index in the input or output signature of the shader that this variable represents.

The type of signature can be disambiguated by the debug variables referenced - inputs are stored separately.

This will be set to -1 if the variable is not part of either signature.

type

The variable type of the source being mapped from, if the debug variable is untyped.

variables

The debug variables that the components of this high level variable map to. Multiple ranges could refer to the same variable if a contiguous range is mapped to - the mapping is component-by-component to greatly simplify algorithms at the expense of a small amount of storage space.

Type

List[DebugVariableReference]

class renderdoc.DebugVariableReference

A particular component of a debugging variable that a high-level variable component maps to

component

The component within the variable.

name

The name of the base debug variable.

type

The type of variable this is referring to.

class renderdoc.DebugVariableType(value)

Represents the category of debugging variable that a source variable maps to.

Undefined

Undefined type.

Input

A constant input value, stored globally.

Constant

A constant buffer value, stored globally.

Sampler

A sampler, stored globally.

ReadOnlyResource

A read-only resource, stored globally.

ReadWriteResource

A read-write resource, stored globally.

Variable

A mutable variable, stored per state.

class renderdoc.LineColumnInfo

Details the current region of code that an instruction maps to

SourceEqual(o)
Parameters

o# (LineColumnInfo) – The object to compare against.

Returns

True if this object is equal to the parameter, disregarding disassemblyLine.

Return type

bool

colEnd

The column number (starting from 1) of the end of the code on the line specified by lineEnd. If set to 0, no column information is available and the whole lines should be treated as covering the code.

colStart

The column number (starting from 1) of the start of the code on the line specified by lineStart. If set to 0, no column information is available and the whole lines should be treated as covering the code.

disassemblyLine

The line (starting from 1) in the disassembly where this instruction is located.

fileIndex

The current file, as an index into the list of files for this shader.

If this is negative, no source mapping is available and only disassemblyLine is valid.

lineEnd

The ending line-number (starting from 1) of the source code.

lineStart

The starting line-number (starting from 1) of the source code.

class renderdoc.InstructionSourceInfo

Gives per-instruction source code mapping information, including what line(s) correspond to this instruction and which source variables exist

instruction

The instruction that this information is for.

lineInfo

The source location that this instruction corresponds to

Type

LineColumnInfo

sourceVars

An optional mapping of which high-level source variables map to which debug variables and including extra type information.

This list contains source variable mapping that is only valid at this instruction, and is fully complete & redundant including all previous source variables that are still valid at this instruction.

Type

List[SourceVariableMapping]

class renderdoc.ShaderDebugState

This stores the current state of shader debugging at one particular step in the shader, with all mutable variable contents.

callstack

The function names in the current callstack at this instruction.

The oldest/outer function is first in the list, the newest/inner function is last.

Type

List[str]

changes

The changes in mutable variables for this shader. The change documents the bidirectional change of variables, so that a single state can be updated either forwards or backwards using the information.

Type

List[ShaderVariableChange]

flags

A set of ShaderEvents flags that indicate what events happened on this step.

nextInstruction

The next instruction to be executed after this state. The initial state before any shader execution happened will have nextInstruction == 0.

stepIndex

The program counter within the debug trace. The initial state will be index 0, and it will increment linearly after that regardless of loops or branching.

class renderdoc.ShaderEvents(value)

A set of flags for events that may occur while debugging a shader

NoEvent

No event has occurred.

SampleLoadGather

A texture was sampled, loaded or gathered.

GeneratedNanOrInf

A floating point operation generated a NaN or infinity result.

class renderdoc.ShaderVariableChange

This stores the before and after state of a ShaderVariable.

after

The value of the variable after the change. If this variable is uninitialised that means the variable stopped existing on this step.

Type

ShaderVariable

before

The value of the variable before the change. If this variable is uninitialised that means the variable came into existance on this step.

Type

ShaderVariable

Shader Variables

class renderdoc.ShaderVariable

Holds a single named shader variable. It contains either a primitive type (up to a 4x4 matrix of a basic type) or a list of members, which can either be struct or array members of this parent variable.

Matrices are always stored row-major. If necessary they are transposed when retrieving from the raw data bytes when they are specified to be column-major in the API/shader metadata.

ColMajor()

Helper function for checking if flags does not have ShaderVariableFlags.RowMajorMatrix set. This is entirely equivalent to checking that flag manually, but since it is common this helper is provided.

Note

Vectors and scalars will be marked as row-major by convention for convenience.

Returns

If the storage is column-major order in memory

Return type

bool

GetBindIndex()

Utility function for getting a shader binding referenced by this variable.

Note

The return value is undefined if this variable is not a binding reference.

Returns

A ShaderBindIndex with the binding referenced.

Return type

ShaderBindIndex

GetDirectAccess()

Utility function for getting the resource which is accessed directly from a shader without using bindings.

Note

The return value is undefined if this variable is not a resource referenced directly by a shader.

Returns

A ShaderDirectAccess containing the resource reference.

Return type

ShaderDirectAccess

GetPointer()

Utility function for getting a pointer value, with optional type information.

Note

The return value is undefined if this variable is not a pointer.

Returns

A PointerVal with the pointer value.

Return type

PointerVal

IsDirectAccess()

Utility function to check if this variable stores a resource reference directly accessed by a shader.

Returns

If the variable represents a ShaderDirectAccess.

Return type

bool

RowMajor()

Helper function for checking if flags has ShaderVariableFlags.RowMajorMatrix set. This is entirely equivalent to checking that flag manually, but since it is common this helper is provided.

Note

Vectors and scalars will be marked as row-major by convention for convenience.

Returns

If the storage is row-major order in memory

Return type

bool

SetBindIndex(idx)

Utility function for setting a reference to a shader binding.

The ShaderBindIndex uniquely refers to a given shader binding in one of the shader interfaces (constant blocks, samplers, read-only and read-write resources) and if necessary the element within an arrayed binding.

Parameters

idx# (ShaderBindIndex) – The index of the bind being referred to.

SetDirectAccess(access)

Utility function for setting a resource which is accessed directly from a shader without using bindings.

The ShaderDirectAccess uniquely refers to a resource descriptor.

Parameters

access# (ShaderDirectAccess) – The resource descriptor being referenced.

SetTypedPointer(pointer, shader, pointerTypeID)

Utility function for setting a pointer value with type information.

Parameters
  • pointer# (int) – The actual pointer value.

  • shader# (ResourceId) – The shader containing the type information.

  • pointerTypeID# (int) – The type’s index in the shader’s ShaderReflection.pointerTypes list.

SetTypelessPointer(pointer)

Utility function for setting a pointer value with no type information.

Parameters

pointer# (int) – The actual pointer value.

columns

The number of columns in this matrix.

flags

The flags controlling how this constant is interpreted and displayed.

Type

ShaderVariableFlags

members

The members of this variable.

Type

List[ShaderVariable]

name

The name of this variable.

rows

The number of rows in this matrix.

type

The basic type of this variable.

value

The contents of this variable if it has no members.

Type

ShaderValue

class renderdoc.ShaderValue

A C union that holds 16 values, with each different basic variable type.

f16v

16-tuple of 16-bit half-precision float values.

Type

Tuple[int,…]

f32v

16-tuple of float values.

Type

Tuple[float,…]

f64v

16-tuple of double values.

Type

Tuple[float,…]

s16v

16-tuple of 16-bit signed integer values.

Type

Tuple[int,…]

s32v

16-tuple of 32-bit signed integer values.

Type

Tuple[int,…]

s64v

16-tuple of 64-bit signed integer values.

Type

Tuple[int,…]

s8v

16-tuple of 8-bit signed integer values.

Type

Tuple[int,…]

u16v

16-tuple of 16-bit unsigned integer values.

Type

Tuple[int,…]

u32v

16-tuple of 32-bit unsigned integer values.

Type

Tuple[int,…]

u64v

16-tuple of 64-bit unsigned integer values.

Type

Tuple[int,…]

u8v

16-tuple of 8-bit unsigned integer values.

Type

Tuple[int,…]

class renderdoc.PointerVal

A 64-bit pointer value with optional type information.

pointer

The actual pointer value itself.

pointerTypeID

The index into ShaderReflection.pointerTypes of the pointed type.

shader

An optional ResourceId identifying the shader containing the type info.

class renderdoc.ShaderBindIndex

References a particular individual binding element in a shader interface.

This is the shader interface side of a DescriptorAccess and so can be compared to one to check if an access refers to a given index or not.

The context of which shader reflection this index refers to must be provided to properly interpret this information, as it is relative to a particular ShaderReflection.

arrayElement

If the binding identified by category and index is arrayed, this identifies the particular array index being referred to.

Type

int

category

The type of binding this refers to, with each category referring to a different shader interface in the ShaderReflection.

Type

DescriptorCategory

index

The index within the given category for the binding.

Type

int

class renderdoc.ShaderDirectAccess

References a particular resource accessed via the shader using direct heap access (as opposed to a direct binding).

byteOffset

The offset in bytes to the descriptor in the descriptor store.

Type

int

byteSize

The size in bytes of the descriptor.

Type

int

category

The category of the resource being accessed.

Type

DescriptorCategory

descriptorStore

The backing storage of the descriptor.

Type

ResourceId