Shaders¶
Bindpoints¶
- class renderdoc.ShaderBindpointMapping¶
This structure goes hand in hand with
ShaderReflection
to determine how to map from bindpoint indices in the resource lists there to API-specific binding points. ThebindPoint
member inShaderResource
orConstantBlock
refers to an index in these associated lists, which then map potentially sparsely and potentially in different orders to the appropriate API registers, indices, or slots.API specific details:
Direct3D11 - All
Bindpoint.bindset
values are 0 as D3D11 has no notion of sets, and the only namespacing that exists is by shader stage and object type. Mostly this already exists with the constant block, read only and read write resource lists.Bindpoint.arraySize
is likewise unused as D3D11 doesn’t have arrayed resource bindings.Bindpoint.bind
refers to the register/slot binding within the appropriate type (SRVs for read-only resources, UAV for read-write resources, samplers/constant buffers in each type).OpenGL - Similarly to D3D11,
Bindpoint.bindset
andBindpoint.arraySize
are unused as OpenGL does not have true binding sets or array resource binds.For OpenGL there may be many more duplicate
Bindpoint
objects as theBindpoint.bind
refers to the index in the type-specific list, which is much more granular on OpenGL. E.g.0
may refer to images, storage buffers, and atomic buffers all within thereadWriteResources
list. The index is the uniform value of the binding. Since no objects are namespaced by shader stage, the same value in two shaders refers to the same binding.Direct3D12 - Since D3D12 doesn’t have true resource arrays (they are linearised into sequential registers)
Bindpoint.arraySize
is not used.Bindpoint.bindset
corresponds to register spaces, withBindpoint.bind
then mapping to the register within that space. The root signature then maps these registers to descriptors.Vulkan - For Vulkan
Bindpoint.bindset
corresponds to the index of the descriptor set, andBindpoint.bind
refers to the index of the descriptor within that set.Bindpoint.arraySize
also is used as descriptors in Vulkan can be true arrays, bound all at once to a single binding.
- constantBlocks¶
Provides a list of
Bindpoint
entries for remapping theShaderReflection.constantBlocks
list.- Type:
List[Bindpoint]
- inputAttributes¶
This maps input attributes as a simple swizzle on the
ShaderReflection.inputSignature
indices for APIs where this mapping is mutable at runtime.- Type:
List[int]
- readOnlyResources¶
Provides a list of
Bindpoint
entries for remapping theShaderReflection.readOnlyResources
list.- Type:
List[Bindpoint]
- readWriteResources¶
Provides a list of
Bindpoint
entries for remapping theShaderReflection.readWriteResources
list.- Type:
List[Bindpoint]
- samplers¶
Provides a list of
Bindpoint
entries for remapping theShaderReflection.samplers
list.- Type:
List[Bindpoint]
- class renderdoc.Bindpoint¶
Declares the binding information for a single resource binding.
See
ShaderBindpointMapping
for how this mapping works in detail.- arraySize¶
If this is an arrayed binding, the number of elements in the array.
- bind¶
The binding index.
- bindset¶
The binding set.
- used¶
True
if the shader actually uses this resource, otherwise it’s declared but unused.
Reflection¶
- class renderdoc.ShaderReflection¶
The reflection and metadata fully describing a shader.
The information in this structure is API agnostic, and is matched up against a
ShaderBindpointMapping
instance to map the information here to the API’s binding points and resource binding scheme.- constantBlocks¶
The constant block bindings.
- Type:
List[ConstantBlock]
- debugInfo¶
The embedded debugging information.
- Type:
- dispatchThreadsDimension¶
The 3D dimensions of a compute workgroup, for compute shaders.
- Type:
Tuple[int,int,int]
- encoding¶
The
ShaderEncoding
of this shader. SeerawBytes
.
- 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]
- pointerTypes¶
The list of pointer types referred to in this shader.
- Type:
List[ShaderConstantType]
- 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.
- 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
.
- Geometry¶
The geometry shader.
- Compute¶
The compute shader.
- 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
.
- 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:
- 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
compType
.
- needSemanticIndex¶
A convenience flag -
True
if the semantic name is unique and no index is needed.
- 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. SeesystemValue
.
- 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
andColorOutput
.- 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 withVertexIndex
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
andGroupIndex
.
- 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
andDispatchThreadIndex
.
- 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 theY
dimension, then in theZ
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
andDispatchThreadIndex
.
- 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
andDepthOutputLessEqual
.
- 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
andDepthOutputLessEqual
.
- 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
andDepthOutput
.
- 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.
- 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.
- bindPoint¶
The bindpoint for this block. This is an index in the
ShaderBindpointMapping.constantBlocks
list.
- 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.
- 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
.- bindPoint¶
The bindpoint for this block. This is an index in either the
ShaderBindpointMapping.samplers
list.
- 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
andShaderSampler
.- bindPoint¶
The bindpoint for this block. This is an index in either the
ShaderBindpointMapping.readOnlyResources
list orShaderBindpointMapping.readWriteResources
list as appropriate (seeisReadOnly
).
- 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.
- resType¶
The
TextureType
that describes the type of this resource.
- variableType¶
The type of each element of this resource.
- Type:
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:
- compiler¶
The
KnownShaderTool
of the compiling tool.- Type:
- 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 inentryLocation
, and if no file is specified there then use the first file listed.
- encoding¶
The
ShaderEncoding
of the source. Seefiles
.- Type:
- 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:
- 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.
- 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. SeeOpenGLSPIRV
and note that it’s artificially differentiated fromSPIRVAsm
.
- HLSL¶
HLSL in string format, used by D3D11, D3D12, and Vulkan/GL via compilation to SPIR-V.
- 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¶
- 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.
- 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 aKnownShaderTool
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.ToolOutput(tool)¶
Returns the expected default output
ShaderEncoding
that aKnownShaderTool
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.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]
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 (frombitFieldSize
) 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:
- class renderdoc.ShaderConstantType¶
Describes the type and members of a
ShaderConstant
.- ColMajor()¶
Helper function for checking if
flags
does not haveShaderVariableFlags.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
hasShaderVariableFlags.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.
- 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:
- 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.
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
ShaderBindpointMapping.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:
- 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
ShaderBindpointMapping.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
ShaderBindpointMapping.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
ShaderBindpointMapping.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
andelements
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, disregardingdisassemblyLine
.- 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:
- 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
orinfinity
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:
- 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:
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 haveShaderVariableFlags.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
- GetBinding()¶
Utility function for getting the bindpoint referenced by this variable.
Note
The return value is undefined if this variable is not a binding reference.
- Returns:
A
BindpointIndex
with the binding referenced.- Return type:
- 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:
- RowMajor()¶
Helper function for checking if
flags
hasShaderVariableFlags.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
- SetBinding(bindset, bind, arrayIndex)¶
Utility function for setting a bindpoint reference.
See
ShaderBindpointMapping
for the details of how bindpoints are interpreted. The type of binding is given by thetype
member.
- 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:
- 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:
- 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.