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.

Type:

AddressMode

addressV¶

The AddressMode in the V direction.

Type:

AddressMode

addressW¶

The AddressMode in the W direction.

Type:

AddressMode

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.

Type:

FilterMode

compareFunction¶

The CompareFunction for comparison samplers.

Type:

CompareFunction

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.

Type:

bool

maxAnisotropy¶

The maximum anisotropic filtering level to use.

Type:

float

maxLOD¶

The maximum mip level that can be used.

Type:

float

minLOD¶

The minimum mip level that can be used.

Type:

float

mipBias¶

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

Type:

float

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).

Type:

bool

srgbBorder¶

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

Type:

bool

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.

Type:

bool

xChromaOffset¶

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

Type:

ChromaSampleLocation

yChromaOffset¶

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

Type:

ChromaSampleLocation

ycbcrModel¶

For ycbcr samplers - the YcbcrConversion used for conversion.

Type:

YcbcrConversion

ycbcrRange¶

For ycbcr samplers - the YcbcrRange used for conversion.

Type:

YcbcrRange

ycbcrSampler¶

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

Type:

ResourceId

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.

Type:

int

descriptorSize¶

The size of each descriptor in the range.

Type:

int

offset¶

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

Type:

int

type¶

The type of descriptor in the descriptor range.

Type:

DescriptorType

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.

Type:

ShaderEncoding

entryPoint¶

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

Type:

str

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.

Type:

bytes

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.

Type:

ResourceId

samplers¶

The sampler bindings.

Type:

List[ShaderSampler]

stage¶

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

Type:

ShaderStage

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.

Type:

int

compCount¶

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

Type:

int

needSemanticIndex¶

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

Type:

bool

perPrimitiveRate¶

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

Type:

bool

regChannelMask¶

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

Type:

int

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.

Type:

int

semanticIdxName¶

The combined semantic name and index.

Type:

str

semanticIndex¶

The semantic index of this variable - see semanticName.

Type:

int

semanticName¶

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

Type:

str

stream¶

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

Type:

int

systemValue¶

The ShaderBuiltin value that this element contains.

Type:

ShaderBuiltin

varName¶

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

Type:

str

varType¶

The variable type of data that this element stores.

Type:

VarType

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.

Type:

bool

byteSize¶

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

Type:

int

compileConstants¶

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

Type:

bool

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.

Type:

bool

name¶

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

Type:

str

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.

Type:

str

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.

Type:

bool

isInputAttachment¶

True if this texture resource is a subpass input attachment.

Type:

bool

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.

Type:

bool

isTexture¶

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

Type:

bool

name¶

The name of this resource.

Type:

str

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

Type:

str

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

Type:

bool

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.

Type:

int

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.

Type:

bool

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.

Type:

str

stage¶

The ShaderStage for this entry point .

Type:

ShaderStage

class renderdoc.ShaderSourceFile¶

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

contents¶

The actual contents of the file.

Type:

str

filename¶

The filename of this source file.

Type:

str

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.

Type:

str

value¶

The value of the compile flag.

Type:

str

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.

Type:

ShaderEncoding

prefix¶

The source prefix to add.

Type:

str

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.

Type:

int

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.

Type:

int

byteOffset¶

The byte offset of this constant relative to the parent structure

Type:

int

defaultValue¶

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

Type:

int

name¶

The name of this constant

Type:

str

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.

Type:

int

baseType¶

The base VarType of this constant.

Type:

VarType

columns¶

The number of columns in this matrix.

Type:

int

elements¶

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

Type:

int

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.

Type:

int

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.

Type:

str

pointerTypeID¶

The index in ShaderReflection.pointerTypes of the pointee type.

Type:

int

rows¶

The number of rows in this matrix.

Type:

int

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.

SignedEnum¶

For enums, the base type is a signed integer allowing signed values.

SingleElementArray¶

In some cases it can be possible to represent and need to distinguish a variable declared as an array of size 1 from a scalar object. This flag indicates that even though elements == 1 normally means ‘not an array’, in this case it means an array of size 1.

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

Type:

ShaderStage

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.

Type:

int

name¶

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

Type:

str

offset¶

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

Type:

int

rows¶

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

Type:

int

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:

int

type¶

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

Type:

VarType

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.

Type:

int

name¶

The name of the base debug variable.

Type:

str

type¶

The type of variable this is referring to.

Type:

DebugVariableType

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.

Type:

int

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.

Type:

int

disassemblyLine¶

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

Type:

int

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.

Type:

int

lineEnd¶

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

Type:

int

lineStart¶

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

Type:

int

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.

Type:

int

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.

Type:

ShaderEvents

nextInstruction¶

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

Type:

int

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.

Type:

int

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.

DebugBreak¶

A debugbreak event was emitted.

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.

Type:

int

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.

Type:

str

rows¶

The number of rows in this matrix.

Type:

int

type¶

The basic type of this variable.

Type:

VarType

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.

Type:

int

pointerTypeID¶

The index into ShaderReflection.pointerTypes of the pointed type.

Type:

int

shader¶

An optional ResourceId identifying the shader containing the type info.

Type:

ResourceId

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

descriptorStore¶

The backing storage of the descriptor.

Type:

ResourceId

type¶

The type of the resource being accessed.

Type:

DescriptorType