# Shaders

## Bindpoints

class renderdoc.ShaderBindpointMapping

  This structure goes hand in hand with `ShaderReflection` to determine how to map from bindpoint indices in the resource lists there to API-specific binding points. The `bindPoint` member in `ShaderResource` or `ConstantBlock` refers to an index in these associated lists, which then map potentially sparsely and potentially in different orders to the appropriate API registers, indices, or slots.

  API specific details:

  - Direct3D11 - All `Bindpoint.bindset` values are 0 as D3D11 has no notion of sets, and the only namespacing that exists is by shader stage and object type. Mostly this already exists with the constant block, read only and read write resource lists.

    `Bindpoint.arraySize` is likewise unused as D3D11 doesn’t have arrayed resource bindings.

    `Bindpoint.bind` refers to the register/slot binding within the appropriate type (SRVs for read-only resources, UAV for read-write resources, samplers/constant buffers in each type).

  - OpenGL - Similarly to D3D11, `Bindpoint.bindset` and `Bindpoint.arraySize` are unused as OpenGL does not have true binding sets or array resource binds.

    For OpenGL there may be many more duplicate `Bindpoint` objects as the `Bindpoint.bind` refers to the index in the type-specific list, which is much more granular on OpenGL. E.g. `0` may refer to images, storage buffers, and atomic buffers all within the `readWriteResources` list. The index is the uniform value of the binding. Since no objects are namespaced by shader stage, the same value in two shaders refers to the same binding.

  - Direct3D12 - Since D3D12 doesn’t have true resource arrays (they are linearised into sequential registers) `Bindpoint.arraySize` is not used.

    `Bindpoint.bindset` corresponds to register spaces, with `Bindpoint.bind` then mapping to the register within that space. The root signature then maps these registers to descriptors.

  - Vulkan - For Vulkan `Bindpoint.bindset` corresponds to the index of the descriptor set, and `Bindpoint.bind` refers to the index of the descriptor within that set. `Bindpoint.arraySize` also is used as descriptors in Vulkan can be true arrays, bound all at once to a single binding.

  constantBlocks

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.constantBlocks` list.

    Type:

      List[Bindpoint]

  inputAttributes

    This maps input attributes as a simple swizzle on the `ShaderReflection.inputSignature` indices for APIs where this mapping is mutable at runtime.

    Type:

      List[int]

  readOnlyResources

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.readOnlyResources` list.

    Type:

      List[Bindpoint]

  readWriteResources

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.readWriteResources` list.

    Type:

      List[Bindpoint]

  samplers

    Provides a list of `Bindpoint` entries for remapping the `ShaderReflection.samplers` list.

    Type:

      List[Bindpoint]

class renderdoc.Bindpoint

  Declares the binding information for a single resource binding.

  See `ShaderBindpointMapping` for how this mapping works in detail.

  arraySize

    If this is an arrayed binding, the number of elements in the array.

  bind

    The binding index.

  bindset

    The binding set.

  used

    `True` if the shader actually uses this resource, otherwise it’s declared but unused.

class renderdoc.BindpointIndex

  References a particular element in a `Bindpoint`.

  arrayIndex

    If this is an arrayed binding, the element in the array being referenced.

  bind

    The binding index.

  bindset

    The binding set.

## Reflection

class renderdoc.ShaderReflection

  The reflection and metadata fully describing a shader.

  The information in this structure is API agnostic, and is matched up against a `ShaderBindpointMapping` instance to map the information here to the API’s binding points and resource binding scheme.

  constantBlocks

    The constant block bindings.

    Type:

      List[ConstantBlock]

  debugInfo

    The embedded debugging information.

    Type:

      ShaderDebugInfo

  dispatchThreadsDimension

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

    Type:

      Tuple[int,int,int]

  encoding

    The `ShaderEncoding` of this shader. See `rawBytes`.

  entryPoint

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

  inputSignature

    The input signature.

    Type:

      List[SigParameter]

  interfaces

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

    Type:

      List[str]

  outputSignature

    The output signature.

    Type:

      List[SigParameter]

  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`.

  readOnlyResources

    The read-only resource bindings.

    Type:

      List[ShaderResource]

  readWriteResources

    The read-write resource bindings.

    Type:

      List[ShaderResource]

  resourceId

    The `ResourceId` of this shader.

  samplers

    The sampler bindings.

    Type:

      List[ShaderSampler]

  stage

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

class renderdoc.ShaderStage(value)

  The stage in a pipeline where a shader runs

  Vertex

    The vertex shader.

  Hull

    The hull shader. See also `Tess_Control`.

  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.

class renderdoc.ShaderStageMask(value)

  A set of flags for `ShaderStage` stages

  Unknown

    No flags set for any shader stages.

  Vertex

    The flag for `ShaderStage.Vertex`.

  Hull

    The flag for `ShaderStage.Hull`.

  Tess_Control

    The flag for `ShaderStage.Tess_Control`.

  Domain

    The flag for `ShaderStage.Domain`.

  Tess_Eval

    The flag for `ShaderStage.Tess_Eval`.

  Geometry

    The flag for `ShaderStage.Geometry`.

  Pixel

    The flag for `ShaderStage.Pixel`.

  Fragment

    The flag for `ShaderStage.Fragment`.

  Compute

    The flag for `ShaderStage.Compute`.

  All

    A shorthand version with flags set for all stages together.

renderdoc.MaskForStage(stage)

  Calculate the corresponding flag for a shader stage

  Parameters:

    stage (ShaderStage) – The shader stage

  Returns:

    The flag that corresponds to the input shader stage

  Return type:

    ShaderStageMask

class renderdoc.SigParameter

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

  NoIndex

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

  channelUsedMask

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

  compCount

    The number of components used to store this element. See `compType`.

  needSemanticIndex

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

  regChannelMask

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

  regIndex

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

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

  semanticIdxName

    The combined semantic name and index.

  semanticIndex

    The semantic index of this variable - see `semanticName`.

  semanticName

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

  stream

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

  systemValue

    The `ShaderBuiltin` value that this element contains.

  varName

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

  varType

    The `variable type` of data that this element stores.

class renderdoc.ShaderBuiltin(value)

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

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

  Undefined

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

  Position

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

  PointSize

    An output that controls the size of point primitives.

  ClipDistance

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

  CullDistance

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

  RTIndex

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

  ViewportIndex

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

  VertexIndex

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

  PrimitiveIndex

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

  InstanceIndex

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

  DispatchSize

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

  DispatchThreadIndex

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

    This is related to `GroupThreadIndex` and `GroupIndex`.

  GroupIndex

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

    The index is constant across all threads in the workgroup.

    This is related to `GroupThreadIndex` and `DispatchThreadIndex`.

  GroupSize

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

  GroupFlatIndex

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

  GroupThreadIndex

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

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

    This is related to `GroupIndex` and `DispatchThreadIndex`.

  GSInstanceIndex

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

  OutputControlPointIndex

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

  DomainLocation

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

  IsFrontFace

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

  MSAACoverage

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

  MSAASamplePosition

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

  MSAASampleIndex

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

  PatchNumVertices

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

  OuterTessFactor

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

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

  InsideTessFactor

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

  ColorOutput

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

  DepthOutput

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

    Related to `DepthOutputGreaterEqual` and `DepthOutputLessEqual`.

  DepthOutputGreaterEqual

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

    Related to `DepthOutput` and `DepthOutputLessEqual`.

  DepthOutputLessEqual

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

    Related to `DepthOutputGreaterEqual` and `DepthOutput`.

  BaseVertex

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

  BaseInstance

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

  DrawIndex

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

  StencilReference

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

  PointCoord

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

  IsHelper

    Indicates if the current invocation is a helper invocation.

  SubgroupSize

    The number of invocations in a subgroup.

  NumSubgroups

    The number of subgroups in the local workgroup.

  SubgroupIndexInWorkgroup

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

  IndexInSubgroup

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

  SubgroupEqualMask

    A bitmask where the bit corresponding to `IndexInSubgroup` is set.

  SubgroupGreaterEqualMask

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

  SubgroupGreaterMask

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

  SubgroupLessEqualMask

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

  SubgroupLessMask

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

  DeviceIndex

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

  IsFullyCovered

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

  FragAreaSize

    Gives the dimensions of the area that the fragment covers.

  FragInvocationCount

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

  PackedFragRate

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

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

  Barycentrics

    Contains the barycentric co-ordinates.

  CullPrimitive

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

class renderdoc.ConstantBlock

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

  bindPoint

    The bindpoint for this block. This is an index in the `ShaderBindpointMapping.constantBlocks` list.

  bufferBacked

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

  byteSize

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

  compileConstants

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

  inlineDataBytes

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

  name

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

  variables

    The constants contained within this block.

    Type:

      List[ShaderConstant]

class renderdoc.ShaderSampler

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

  Note

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

  bindPoint

    The bindpoint for this block. This is an index in either the `ShaderBindpointMapping.samplers` list.

  name

    The name of this sampler.

class renderdoc.ShaderResource

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

  Note

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

  bindPoint

    The bindpoint for this block. This is an index in either the `ShaderBindpointMapping.readOnlyResources` list or `ShaderBindpointMapping.readWriteResources` list as appropriate (see `isReadOnly`).

  isReadOnly

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

  isTexture

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

  name

    The name of this resource.

  resType

    The `TextureType` that describes the type of this resource.

  variableType

    The type of each element of this resource.

    Type:

      ShaderConstantType

## Debug Info

class renderdoc.ShaderDebugInfo

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

  Primarily this means the embedded original source files.

  compileFlags

    The flags used to compile this shader.

    Type:

      ShaderCompileFlags

  compiler

    The `KnownShaderTool` of the compiling tool.

    Type:

      KnownShaderTool

  debugStatus

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

  debuggable

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

  editBaseFile

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

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

  encoding

    The `ShaderEncoding` of the source. See `files`.

    Type:

      ShaderEncoding

  entryLocation

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

    Note

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

    Type:

      LineColumnInfo

  files

    The shader files encoded in the form denoted by `encoding`.

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

    Type:

      List[ShaderSourceFile]

  sourceDebugInformation

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

class renderdoc.ShaderEncoding(value)

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

  Unknown

    Unknown or unprocessable format.

  DXBC

    DXBC binary shader, used by D3D11 and D3D12.

  GLSL

    GLSL in string format, used by OpenGL.

  SPIRV

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

  SPIRVAsm

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

  OpenGLSPIRV

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

  OpenGLSPIRVAsm

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

  HLSL

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

  DXIL

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

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.

renderdoc.ToolExecutable(tool)

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

  Note

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

  Parameters:

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

  Returns:

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

  Return type:

    str

renderdoc.ToolInput(tool)

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

  Parameters:

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

  Returns:

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

  Return type:

    renderdoc.ShaderEncoding

renderdoc.ToolOutput(tool)

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

  Parameters:

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

  Returns:

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

  Return type:

    renderdoc.ShaderEncoding

renderdoc.IsTextRepresentation(encoding)

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

  Parameters:

    encoding (ShaderEncoding) – The encoding to check.

  Returns:

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

  Return type:

    bool

class renderdoc.ShaderEntryPoint

  Describes an entry point in a shader.

  name

    The name of the entry point.

  stage

    The `ShaderStage` for this entry point .

class renderdoc.ShaderSourceFile

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

  contents

    The actual contents of the file.

  filename

    The filename of this source file.

class renderdoc.ShaderCompileFlags

  Contains the information about the compilation environment of a shader

  flags

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

    Type:

      List[ShaderCompileFlag]

class renderdoc.ShaderCompileFlag

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

  name

    The name of the compile flag.

  value

    The value of the compile flag.

class renderdoc.ShaderSourcePrefix

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

  encoding

    The encoding of the language this prefix applies to.

  prefix

    The source prefix to add.

## Shader Constants

class renderdoc.ShaderConstant

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

  bitFieldOffset

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

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

    Note

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

  bitFieldSize

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

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

  byteOffset

    The byte offset of this constant relative to the parent structure

  defaultValue

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

  name

    The name of this constant

  type

    The type information for this constant.

    Type:

      ShaderConstantType

class renderdoc.ShaderConstantType

  Describes the type and members of a `ShaderConstant`.

  ColMajor()

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

    Note

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

    Returns:

      If the storage is column-major order in memory

    Return type:

      bool

  RowMajor()

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

    Note

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

    Returns:

      If the storage is row-major order in memory

    Return type:

      bool

  arrayByteStride

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

  baseType

    The base `VarType` of this constant.

  columns

    The number of columns in this matrix.

  elements

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

  flags

    The flags controlling how this constant is interpreted and displayed.

    Type:

      ShaderVariableFlags

  matrixByteStride

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

  members

    Any members that this constant may contain.

    Type:

      List[ShaderConstant]

  name

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

  pointerTypeID

    The index in `ShaderReflection.pointerTypes` of the pointee type.

  rows

    The number of rows in this matrix.

class renderdoc.ShaderVariableFlags(value)

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

  NoFlags

    No flags are specified.

  RowMajorMatrix

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

  HexDisplay

    This value should be displayed using hexadecimal where possible.

  BinaryDisplay

    This value should be displayed using binary where possible.

  RGBDisplay

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

  R11G11B10

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

  R10G10B10A2

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

  UNorm

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

  SNorm

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

  Truncated

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

class renderdoc.VarType(value)

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

  Float

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

  Double

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

  Half

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

  SInt

    A signed 32-bit integer value.

  UInt

    An unsigned 32-bit integer value.

  SShort

    A signed 16-bit integer value.

  UShort

    An unsigned 16-bit integer value.

  SLong

    A signed 64-bit integer value.

  ULong

    An unsigned 64-bit integer value.

  SByte

    A signed 8-bit integer value.

  UByte

    An unsigned 8-bit integer value.

  Bool

    A boolean value.

  Enum

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

  Struct

    A structure with some number of members.

  GPUPointer

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

  ConstantBlock

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

  ReadOnlyResource

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

  ReadWriteResource

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

  Sampler

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

  Unknown

    An unknown type.

renderdoc.VarTypeByteSize(type)

  Get the byte size of a variable type.

  Parameters:

    type (VarType) – The variable type

  Returns:

    The size in bytes of this type

  Return type:

    int

renderdoc.VarTypeCompType(type)

  Get the component type of a variable type.

  Parameters:

    type (VarType) – The variable type

  Returns:

    The base component type of this variable type

  Return type:

    CompType

## Shader Debugging

class renderdoc.ShaderDebugTrace

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

  constantBlocks

    Constant buffer backed variables for this shader.

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

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

    Type:

      List[ShaderVariable]

  debugger

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

    If this is `None` then the trace is invalid.

    Type:

      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 `ShaderBindpointMapping.readOnlyResources` list, which can be used to look up the other metadata as well as find the binding from the pipeline state.

    Type:

      List[ShaderVariable]

  readWriteResources

    The read-write resource variables for this shader.

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

    Type:

      List[ShaderVariable]

  samplers

    The sampler variables for this shader.

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

    Type:

      List[ShaderVariable]

  sourceVars

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

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

    Type:

      List[SourceVariableMapping]

  stage

    The shader stage being debugged in this trace

class renderdoc.ShaderDebugger

  An opaque structure that has internal state for shader debugging

class renderdoc.SourceVariableMapping

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

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

  Note

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

  columns

    The number of columns in this variable.

  name

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

  offset

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

  rows

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

  signatureIndex

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

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

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

  type

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

  variables

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

    Type:

      List[DebugVariableReference]

class renderdoc.DebugVariableReference

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

  component

    The component within the variable.

  name

    The name of the base debug variable.

  type

    The type of variable this is referring to.

class renderdoc.DebugVariableType(value)

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

  Undefined

    Undefined type.

  Input

    A constant input value, stored globally.

  Constant

    A constant buffer value, stored globally.

  Sampler

    A sampler, stored globally.

  ReadOnlyResource

    A read-only resource, stored globally.

  ReadWriteResource

    A read-write resource, stored globally.

  Variable

    A mutable variable, stored per state.

class renderdoc.LineColumnInfo

  Details the current region of code that an instruction maps to

  SourceEqual(o)
    Parameters:

      o (LineColumnInfo) – The object to compare against.

    Returns:

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

    Return type:

      bool

  colEnd

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

  colStart

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

  disassemblyLine

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

  fileIndex

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

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

  lineEnd

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

  lineStart

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

class renderdoc.InstructionSourceInfo

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

  instruction

    The instruction that this information is for.

  lineInfo

    The source location that this instruction corresponds to

    Type:

      LineColumnInfo

  sourceVars

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

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

    Type:

      List[SourceVariableMapping]

class renderdoc.ShaderDebugState

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

  callstack

    The function names in the current callstack at this instruction.

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

    Type:

      List[str]

  changes

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

    Type:

      List[ShaderVariableChange]

  flags

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

  nextInstruction

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

  stepIndex

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

class renderdoc.ShaderEvents(value)

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

  NoEvent

    No event has occurred.

  SampleLoadGather

    A texture was sampled, loaded or gathered.

  GeneratedNanOrInf

    A floating point operation generated a `NaN` or `infinity` result.

class renderdoc.ShaderVariableChange

  This stores the before and after state of a `ShaderVariable`.

  after

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

    Type:

      ShaderVariable

  before

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

    Type:

      ShaderVariable

## Shader Variables

class renderdoc.ShaderVariable

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

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

  ColMajor()

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

    Note

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

    Returns:

      If the storage is column-major order in memory

    Return type:

      bool

  GetBinding()

    Utility function for getting the bindpoint referenced by this variable.

    Note

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

    Returns:

      A `BindpointIndex` with the binding referenced.

    Return type:

      BindpointIndex

  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

  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

  SetBinding(bindset, bind, arrayIndex)

    Utility function for setting a bindpoint reference.

    See `ShaderBindpointMapping` for the details of how bindpoints are interpreted. The type of binding is given by the `type` member.

    Parameters:

      - bindset (int) – The bind set.

      - bind (int) – The bind itself.

      - arrayIndex (int) – The array index, if the bind is an array. If it isn’t an array this should be set to 0.

  SetTypedPointer(pointer, shader, pointerTypeID)

    Utility function for setting a pointer value with type information.

    Parameters:

      - pointer (int) – The actual pointer value.

      - shader (ResourceId) – The shader containing the type information.

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

  SetTypelessPointer(pointer)

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

    Parameters:

      pointer (int) – The actual pointer value.

  columns

    The number of columns in this matrix.

  flags

    The flags controlling how this constant is interpreted and displayed.

    Type:

      ShaderVariableFlags

  members

    The members of this variable.

    Type:

      List[ShaderVariable]

  name

    The name of this variable.

  rows

    The number of rows in this matrix.

  type

    The `basic type` of this variable.

  value

    The contents of this variable if it has no members.

    Type:

      ShaderValue

class renderdoc.ShaderValue

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

  f16v

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

    Type:

      Tuple[int,…]

  f32v

    16-tuple of `float` values.

    Type:

      Tuple[float,…]

  f64v

    16-tuple of `double` values.

    Type:

      Tuple[float,…]

  s16v

    16-tuple of 16-bit signed integer values.

    Type:

      Tuple[int,…]

  s32v

    16-tuple of 32-bit signed integer values.

    Type:

      Tuple[int,…]

  s64v

    16-tuple of 64-bit signed integer values.

    Type:

      Tuple[int,…]

  s8v

    16-tuple of 8-bit signed integer values.

    Type:

      Tuple[int,…]

  u16v

    16-tuple of 16-bit unsigned integer values.

    Type:

      Tuple[int,…]

  u32v

    16-tuple of 32-bit unsigned integer values.

    Type:

      Tuple[int,…]

  u64v

    16-tuple of 64-bit unsigned integer values.

    Type:

      Tuple[int,…]

  u8v

    16-tuple of 8-bit unsigned integer values.

    Type:

      Tuple[int,…]

class renderdoc.PointerVal

  A 64-bit pointer value with optional type information.

  pointer

    The actual pointer value itself.

  pointerTypeID

    The index into `ShaderReflection.pointerTypes` of the pointed type.

  shader

    An optional `ResourceId` identifying the shader containing the type info.