D3D12 Pipeline State¶
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class
renderdoc.D3D12State¶ The full current D3D12 pipeline state.
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computeShader¶ A
D3D12Shaderdescribing the compute shader stage.
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domainShader¶ A
D3D12Shaderdescribing the domain shader stage.
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geometryShader¶ A
D3D12Shaderdescribing the geometry shader stage.
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hullShader¶ A
D3D12Shaderdescribing the hull shader stage.
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inputAssembly¶ A
D3D12InputAssemblydescribing the input assembly pipeline stage.
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pipelineResourceId¶ The
ResourceIdof the pipeline state object.
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pixelShader¶ A
D3D12Shaderdescribing the pixel shader stage.
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rasterizer¶ A
D3D12Rasterizerdescribing the rasterizer pipeline stage.
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resourceStates¶ A list of
D3D12ResourceDataentries, one for each resource.
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rootSignatureResourceId¶ The
ResourceIdof the root signature object.
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streamOut¶ A
D3D12StreamOutdescribing the stream-out pipeline stage.
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vertexShader¶ A
D3D12Shaderdescribing the vertex shader stage.
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class
renderdoc.D3D12Layout¶ Describes a single D3D12 input layout element for one vertex input.
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TightlyPacked¶ Value for
byteOffsetthat indicates this element is tightly packed.
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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.
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format¶ The
ResourceFormatdescribing how the input data is interpreted.
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inputSlot¶ The vertex buffer input slot where the data is sourced from.
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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.
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perInstance¶ Trueif the vertex data is instance-rate.
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semanticIndex¶ The semantic index for this input.
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semanticName¶ The semantic name for this input.
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class
renderdoc.D3D12VertexBuffer¶ Describes a single D3D12 vertex buffer binding.
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byteOffset¶ The byte offset from the start of the buffer to the beginning of the vertex data.
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byteSize¶ The number of bytes available in this vertex buffer.
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byteStride¶ The byte stride between the start of one set of vertex data and the next.
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resourceId¶ The
ResourceIdof the buffer bound to this slot.
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class
renderdoc.D3D12IndexBuffer¶ Describes the D3D12 index buffer binding.
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byteOffset¶ The byte offset from the start of the buffer to the beginning of the index data.
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byteSize¶ The number of bytes available in this index buffer.
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resourceId¶ The
ResourceIdof the index buffer.
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class
renderdoc.D3D12InputAssembly¶ Describes the input assembler state in the PSO.
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indexBuffer¶ The
D3D12IndexBufferdescribing the index buffer.
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indexStripCutValue¶ The index value to use for cutting strips. Either
0,0xffffor0xffffffff. If the value is 0, strip cutting is disabled.
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layouts¶ A list of
D3D12Layoutdescribing the input layout elements in this layout.
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vertexBuffers¶ A list of
D3D12VertexBufferwith the vertex buffers that are bound.
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class
renderdoc.D3D12View¶ Describes the details of a D3D12 resource view - any one of UAV, SRV, RTV or DSV.
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bufferFlags¶ The
D3DBufferViewFlagsset for the buffer.
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bufferStructCount¶ If the view has a hidden counter, this stores the current value of the counter.
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counterByteOffset¶ The byte offset in
counterResourceIdwhere the counter is stored.
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counterResourceId¶ The
ResourceIdof the resource where the hidden buffer counter is stored.
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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.
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firstElement¶ Valid for buffers - the first element to be used in the view.
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firstMip¶ Valid for textures - the highest mip that is available through the view.
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firstSlice¶ Valid for texture arrays or 3D textures - the first slice available through the view.
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immediate¶ Trueif this view is a root parameter (i.e. not in a table).
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minLODClamp¶ The minimum mip-level clamp applied when sampling this texture.
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numElements¶ Valid for buffers - the number of elements to be used in the view.
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numMips¶ Valid for textures - the number of mip levels in the view.
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numSlices¶ Valid for texture arrays or 3D textures - the number of slices in the view.
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resourceId¶ The
ResourceIdof the underlying resource the view refers to.
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rootElement¶ The index in the original root signature that this descriptor came from.
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swizzle¶ Four
TextureSwizzleelements indicating the swizzle applied to this texture.
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tableIndex¶ The index in the the parent descriptor table where this descriptor came from.
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type¶ The
TextureTypeof the view type.
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viewFormat¶ The
ResourceFormatthat the view uses.
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class
renderdoc.D3D12Sampler¶ Describes the details of a sampler descriptor.
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UseBorder()¶ Check if the border color is used in this D3D12 sampler.
Returns: Trueif the border color is used,Falseotherwise.Return type: bool
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addressU¶ The
AddressModein the U direction.
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addressV¶ The
AddressModein the V direction.
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addressW¶ The
AddressModein the W direction.
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borderColor¶ The RGBA border color.
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compareFunction¶ The
CompareFunctionfor comparison samplers.
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filter¶ The
TextureFilterdescribing the filtering mode.
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immediate¶ Trueif this view is a static sampler (i.e. not in a table).
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maxAnisotropy¶ The maximum anisotropic filtering level to use.
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maxLOD¶ The maximum mip level that can be used.
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minLOD¶ The minimum mip level that can be used.
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mipLODBias¶ A bias to apply to the calculated mip level before sampling.
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rootElement¶ The index in the original root signature that this descriptor came from.
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tableIndex¶ The index in the the parent descriptor table where this descriptor came from.
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class
renderdoc.D3D12ConstantBuffer¶ Describes the details of a constant buffer view descriptor.
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byteOffset¶ The byte offset where the buffer view starts in the underlying buffer.
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byteSize¶ How many bytes are in this constant buffer view.
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immediate¶ Trueif this view is a root constant (i.e. not in a table).
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resourceId¶ The
ResourceIdof the underlying buffer resource.
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rootElement¶ The index in the original root signature that this descriptor came from.
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rootValues¶ If
immediateisTrueand this is a root constant, this contains a list ofintvalues with the root values set.
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tableIndex¶ The index in the the parent descriptor table where this descriptor came from.
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class
renderdoc.D3D12RegisterSpace¶ Contains all of the registers in a single register space mapped to by a root signature.
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constantBuffers¶ List of
D3D12ConstantBuffercontaining the constant buffers.
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samplers¶ List of
D3D12Samplercontaining the samplers.
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spaceIndex¶ The index of this space, since space indices can be sparse
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class
renderdoc.D3D12Shader¶ Describes a D3D12 shader stage.
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FindSpace(spaceIndex)¶ Return the index in the
spacesarray of a given register space.Returns: The index if the space exists, or -1if it doesn’t.Return type: int
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bindpointMapping¶ A
ShaderBindpointMappingto matchreflectionwith the bindpoint mapping data.
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reflection¶ A
ShaderReflectiondescribing the reflection data for this shader.
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resourceId¶ The
ResourceIdof the shader object itself.
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spaces¶ A list of
D3D12RegisterSpacewith the register spaces for this stage.
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stage¶ A
ShaderStageidentifying which stage this shader is bound to.
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class
renderdoc.D3D12StreamOutBind¶ Describes a binding on the D3D12 stream-out stage.
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byteOffset¶ The byte offset in
resourceIdwhere the buffer view starts in the underlying buffer.
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byteSize¶ How many bytes are in this stream-out buffer view.
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resourceId¶ The
ResourceIdof the buffer.
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writtenCountByteOffset¶ The byte offset in
writtenCountResourceIdwhere the stream-out count will be written.
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writtenCountResourceId¶ The
ResourceIdof the buffer where the written count will be stored.
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class
renderdoc.D3D12StreamOut¶ Describes the stream-out state in the PSO.
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outputs¶ A list of
D3D12SOBindwith the bound buffers.
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class
renderdoc.D3D12RasterizerState¶ Describes the rasterizer state in the PSO.
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antialiasedLines¶ Trueif lines should be anti-aliased. Ignored ifmultisampleEnableisFalse.
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conservativeRasterization¶ The current
ConservativeRastermode.
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depthBias¶ The fixed depth bias value to apply to z-values.
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depthBiasClamp¶ The clamp value for calculated depth bias from
depthBiasandslopeScaledDepthBias
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depthClip¶ Trueif pixels outside of the near and far depth planes should be clipped.
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forcedSampleCount¶ A sample count to force rasterization to when UAV rendering or rasterizing, or 0 to not force any sample count.
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frontCCW¶ Trueif counter-clockwise polygons are front-facing.Falseif clockwise polygons are front-facing.
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multisampleEnable¶ Trueif the quadrilateral MSAA algorithm should be used on MSAA targets.
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slopeScaledDepthBias¶ The slope-scaled depth bias value to apply to z-values.
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class
renderdoc.D3D12Rasterizer¶ Describes the rasterization state of the D3D12 pipeline.
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sampleMask¶ The mask determining which samples are written to.
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state¶ A
D3D12RasterizerStatewith the details of the rasterization state.
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class
renderdoc.D3D12DepthStencilState¶ Describes the state of the depth-stencil state in the PSO.
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backFace¶ A
StencilFacedescribing what happens for back-facing polygons.
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depthBoundsEnable¶ Trueif depth bounds tests should be applied.
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depthEnable¶ Trueif depth testing should be performed.
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depthFunction¶ The
CompareFunctionto use for testing depth values.
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depthWrites¶ Trueif depth values should be written to the depth target.
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frontFace¶ A
StencilFacedescribing what happens for front-facing polygons.
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maxDepthBounds¶ The far plane bounding value.
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minDepthBounds¶ The near plane bounding value.
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stencilEnable¶ Trueif stencil operations should be performed.
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class
renderdoc.D3D12BlendState¶ Describes the blend state in the PSO.
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alphaToCoverage¶ Trueif alpha-to-coverage should be used when blending to an MSAA target.
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blendFactor¶ The constant blend factor to use in blend equations.
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blends¶ A list of
ColorBlenddescribing the blend operations for each target.
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independentBlend¶ Trueif independent blending for each target should be used.Falseif the first blend should be applied to all targets.
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class
renderdoc.D3D12OM¶ Describes the current state of the output-merger stage of the D3D12 pipeline.
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blendState¶ A
D3D12BlendStatewith the details of the blend state.
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depthReadOnly¶ Trueif depth access to the depth-stencil target is read-only.
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depthStencilState¶ A
D3D12DepthStencilStatewith the details of the depth-stencil state.
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multiSampleCount¶ The sample count used for rendering.
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multiSampleQuality¶ The MSAA quality level used for rendering.
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stencilReadOnly¶ Trueif stenncil access to the depth-stencil target is read-only.
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class
renderdoc.D3D12ResourceState¶ Describes the current state that a sub-resource is in.
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name¶ A human-readable name for the current state.
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class
renderdoc.D3D12ResourceData¶ Contains the current state of a given resource.
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resourceId¶ The
ResourceIdof the resource.
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states¶ A list of
D3D12ResourceStateentries, one for each subresource.
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