D3D11 Pipeline State¶
-
class
renderdoc.D3D11State¶ The full current D3D11 pipeline state.
-
computeShader¶ A
D3D11Shaderdescribing the compute shader stage.
-
domainShader¶ A
D3D11Shaderdescribing the domain shader stage.
-
geometryShader¶ A
D3D11Shaderdescribing the geometry shader stage.
-
hullShader¶ A
D3D11Shaderdescribing the hull shader stage.
-
inputAssembly¶ A
D3D11InputAssemblydescribing the input assembly pipeline stage.
-
outputMerger¶ A
D3D11OutputMergerdescribing the output merger pipeline stage.
-
pixelShader¶ A
D3D11Shaderdescribing the pixel shader stage.
-
predication¶ A
D3D11Predicationdescribing the predicated rendering state.
-
rasterizer¶ A
D3D11Rasterizerdescribing the rasterizer pipeline stage.
-
streamOut¶ A
D3D11StreamOutdescribing the stream-out pipeline stage.
-
vertexShader¶ A
D3D11Shaderdescribing the vertex shader stage.
-
-
class
renderdoc.D3D11Layout¶ Describes a single D3D11 input layout element for one vertex input.
-
TightlyPacked¶ Value for
byteOffsetthat indicates this element is tightly packed.
-
byteOffset¶ The byte offset from the start of the vertex data in the vertex buffer from
inputSlot.If the value is
TightlyPackedthen the element is packed tightly after the previous element, or 0 if this is the first element.
-
format¶ The
ResourceFormatdescribing how the input data is interpreted.
-
inputSlot¶ The vertex buffer input slot where the data is sourced from.
-
instanceDataStepRate¶ If
perInstanceisTruethen this is how many times each instance data is used before advancing to the next instance.E.g. if this value is two, then two instances will be drawn with the first instance data, then two with the next instance data.
-
perInstance¶ Trueif the vertex data is instance-rate.
-
semanticIndex¶ The semantic index for this input.
-
semanticName¶ The semantic name for this input.
-
-
class
renderdoc.D3D11VertexBuffer¶ Describes a single D3D11 vertex buffer binding.
-
byteOffset¶ The byte offset from the start of the buffer to the beginning of the vertex data.
-
byteStride¶ The byte stride between the start of one set of vertex data and the next.
-
resourceId¶ The
ResourceIdof the buffer bound to this slot.
-
-
class
renderdoc.D3D11IndexBuffer¶ Describes the D3D11 index buffer binding.
-
byteOffset¶ The byte offset from the start of the buffer to the beginning of the index data.
-
resourceId¶ The
ResourceIdof the index buffer.
-
-
class
renderdoc.D3D11InputAssembly¶ Describes the input assembler data.
-
bytecode¶ A
ShaderReflectiondescribing the bytecode used to create the input layout.
-
indexBuffer¶ The
D3D11IndexBufferdescribing the index buffer.
-
layouts¶ A list of
D3D11Layoutdescribing the input layout elements in this layout.
-
resourceId¶ The
ResourceIdof the layout object.
-
vertexBuffers¶ A list of
D3D11VertexBufferwith the vertex buffers that are bound.
-
-
class
renderdoc.D3D11View¶ Describes the details of a D3D11 resource view - any one of UAV, SRV, RTV or DSV.
-
bufferFlags¶ Valid for buffers - the flags for additional view properties.
-
bufferStructCount¶ If the view has a hidden counter, this stores the current value of the counter.
-
elementByteSize¶ The byte size of a single element in the view. Either the byte size of
viewFormat, or the structured buffer element size, as appropriate.
-
firstElement¶ Valid for buffers - the first element to be used in the view.
-
firstMip¶ Valid for textures - the first mip that is available through the view.
-
firstSlice¶ Valid for texture arrays or 3D textures - the first slice available through the view.
-
numElements¶ Valid for buffers - the number of elements to be used in the view.
-
numMips¶ Valid for textures - the number of mip levels in the view.
-
numSlices¶ Valid for texture arrays or 3D textures - the number of slices in the view.
-
resourceResourceId¶ The
ResourceIdof the underlying resource the view refers to.
-
structured¶ Trueif this view describes a structured buffer.
-
type¶ The
TextureTypeof the view type.
-
viewFormat¶ The
ResourceFormatthat the view uses.
-
viewResourceId¶ The
ResourceIdof the view itself.
-
-
class
renderdoc.D3D11Sampler¶ Describes a sampler state object.
-
UseBorder()¶ Check if the border color is used in this D3D11 sampler.
Returns: Trueif the border color is used,Falseotherwise.Return type: bool
-
addressU¶ The
AddressModein the U direction.
-
addressV¶ The
AddressModein the V direction.
-
addressW¶ The
AddressModein the W direction.
-
borderColor¶ The RGBA border color.
-
compareFunction¶ The
CompareFunctionfor comparison samplers.
-
filter¶ The
TextureFilterdescribing the filtering mode.
-
maxAnisotropy¶ The maximum anisotropic filtering level to use.
-
maxLOD¶ The maximum mip level that can be used.
-
minLOD¶ The minimum mip level that can be used.
-
mipLODBias¶ A bias to apply to the calculated mip level before sampling.
-
resourceId¶ The
ResourceIdof the sampler state object.
-
-
class
renderdoc.D3D11ConstantBuffer¶ Describes a constant buffer binding.
-
resourceId¶ The
ResourceIdof the buffer.
-
vecCount¶ The size of the buffer binding, in units of
float4(16 bytes).If the capture isn’t using the D3D11.1 binding methods, this offset will be 4096 (64 kiB).
-
vecOffset¶ The offset of the buffer binding, in units of
float4(16 bytes).If the capture isn’t using the D3D11.1 binding methods, this offset will be 0.
-
-
class
renderdoc.D3D11Shader¶ Describes a D3D11 shader stage.
-
bindpointMapping¶ A
ShaderBindpointMappingto matchreflectionwith the bindpoint mapping data.
-
classInstances¶ A list of
strwith the bound class instance names.
-
constantBuffers¶ A list of
D3D11ConstantBufferwith the bound constant buffers.
-
reflection¶ A
ShaderReflectiondescribing the reflection data for this shader.
-
resourceId¶ The
ResourceIdof the shader itself.
-
samplers¶ A list of
D3D11Samplerwith the bound samplers.
-
stage¶ A
ShaderStageidentifying which stage this shader is bound to.
-
-
class
renderdoc.D3D11StreamOutBind¶ Describes a binding on the D3D11 stream-out stage.
-
byteOffset¶ The byte offset of the stream-output binding.
-
resourceId¶ The
ResourceIdof the buffer.
-
-
class
renderdoc.D3D11StreamOut¶ Describes the stream-out stage bindings.
-
outputs¶ A list of
D3D11StreamOutBindwith the bound buffers.
-
-
class
renderdoc.D3D11RasterizerState¶ Describes a rasterizer state object.
-
antialiasedLines¶ Trueif lines should be anti-aliased. Ignored ifmultisampleEnableisFalse.
-
conservativeRasterization¶ The current
ConservativeRastermode.
-
depthBias¶ The fixed depth bias value to apply to z-values.
-
depthBiasClamp¶ The clamp value for calculated depth bias from
depthBiasandslopeScaledDepthBias
-
depthClip¶ Trueif pixels outside of the near and far depth planes should be clipped.
-
forcedSampleCount¶ A sample count to force rasterization to when UAV rendering or rasterizing, or 0 to not force any sample count.
-
frontCCW¶ Trueif counter-clockwise polygons are front-facing.Falseif clockwise polygons are front-facing.
-
multisampleEnable¶ Trueif the quadrilateral MSAA algorithm should be used on MSAA targets.
-
resourceId¶ The
ResourceIdof the rasterizer state object.
-
scissorEnable¶ Trueif the scissor test should be applied.
-
slopeScaledDepthBias¶ The slope-scaled depth bias value to apply to z-values.
-
-
class
renderdoc.D3D11Rasterizer¶ Describes the rasterization state of the D3D11 pipeline.
-
state¶ A
D3D11RasterizerStatewith the details of the rasterization state.
-
-
class
renderdoc.D3D11DepthStencilState¶ Describes a depth-stencil state object.
-
backFace¶ A
StencilFacedescribing what happens for back-facing polygons.
-
depthEnable¶ Trueif depth testing should be performed.
-
depthFunction¶ The
CompareFunctionto use for testing depth values.
-
depthWrites¶ Trueif depth values should be written to the depth target.
-
frontFace¶ A
StencilFacedescribing what happens for front-facing polygons.
-
resourceId¶ The
ResourceIdof the depth-stencil state object.
-
stencilEnable¶ Trueif stencil operations should be performed.
-
-
class
renderdoc.D3D11BlendState¶ Describes a blend state object.
-
alphaToCoverage¶ Trueif alpha-to-coverage should be used when blending to an MSAA target.
-
blendFactor¶ The constant blend factor to use in blend equations.
-
blends¶ A list of
ColorBlenddescribing the blend operations for each target.
-
independentBlend¶ Trueif independent blending for each target should be used.Falseif the first blend should be applied to all targets.
-
resourceId¶ The
ResourceIdof the blend state object.
-
sampleMask¶ The mask determining which samples are written to.
-
-
class
renderdoc.D3D11OutputMerger¶ Describes the current state of the output-merger stage of the D3D11 pipeline.
-
blendState¶ A
D3D11BlendStatewith the details of the blend state.
-
depthReadOnly¶ Trueif depth access to the depth-stencil target is read-only.
-
depthStencilState¶ A
D3D11DepthStencilStatewith the details of the depth-stencil state.
-
stencilReadOnly¶ Trueif stencil access to the depth-stencil target is read-only.
-
uavStartSlot¶ Which slot in the output targets is the first UAV.
-
-
class
renderdoc.D3D11Predication¶ Describes the current state of predicated rendering.
-
isPassing¶ Trueif the current predicate would render.
-
resourceId¶ The
ResourceIdof the active predicate.
-
value¶ The value to go along with the predicate.
-