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https://github.com/baldurk/renderdoc.git
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Tidy up python documentation and add examples
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import renderdoc as rd
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def loadCapture(filename):
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# Open a capture file handle
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cap = rd.OpenCaptureFile()
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# Open a particular file - see also OpenBuffer to load from memory
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status = cap.OpenFile(filename, '', None)
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# Make sure the file opened successfully
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if status != rd.ReplayStatus.Succeeded:
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raise RuntimeError("Couldn't open file: " + str(status))
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# Make sure we can replay
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if not cap.LocalReplaySupport():
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raise RuntimeError("Capture cannot be replayed")
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# Initialise the replay
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status,controller = cap.OpenCapture(None)
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if status != rd.ReplayStatus.Succeeded:
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raise RuntimeError("Couldn't initialise replay: " + str(status))
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return controller
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if 'pyrenderdoc' in globals():
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raise RuntimeError("This sample should not be run within the RenderDoc UI")
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else:
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controller = loadCapture('test.rdc')
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# Use tkinter to create windows
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import tkinter
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# Create a simple window
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window = tkinter.Tk()
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window.geometry("1280x720")
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# Create renderdoc windowing data.
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winsystems = [rd.WindowingSystem(i) for i in controller.GetSupportedWindowSystems()]
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# Pass window system specific data here, See:
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# - renderdoc.CreateWin32WindowingData
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# - renderdoc.CreateXlibWindowingData
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# - renderdoc.CreateXCBWindowingData
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# This example code works on windows as that's simple to integrate with tkinter
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if not rd.WindowingSystem.Win32 in winsystems:
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raise RuntimeError("Example requires Win32 windowing system: " + str(winsystems))
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windata = rd.CreateWin32WindowingData(int(window.frame(), 16))
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# Create a texture output on the window
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out = controller.CreateOutput(windata, rd.ReplayOutputType.Texture)
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# Fetch the list of textures
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textures = controller.GetTextures()
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# Fetch the list of drawcalls
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draws = controller.GetDrawcalls()
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# Function to look up the texture descriptor for a given resourceId
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def getTexture(texid):
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global textures
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for tex in textures:
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if tex.resourceId == texid:
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return tex
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return None
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# Our paint function will be called ever 33ms, to display the output
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def paint():
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global out, window
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out.Display()
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window.after(33, paint)
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# Start on the first drawcall
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curdraw = 0
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# The advance function will be called every 150ms, to move to the next draw
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def advance():
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global out, window, curdraw
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# Move to the current drawcall
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controller.SetFrameEvent(draws[curdraw].eventId, False)
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# Initialise a default TextureDisplay object
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disp = rd.TextureDisplay()
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# Set the first colour output as the texture to display
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disp.resourceId = draws[curdraw].outputs[0]
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# Get the details of this texture
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texDetails = getTexture(disp.resourceId)
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# Calculate the scale required in width and height
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widthScale = window.winfo_width() / texDetails.width
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heightScale = window.winfo_height() / texDetails.height
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# Use the lower scale to fit the texture on the window
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disp.scale = min(widthScale, heightScale)
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# Update the texture display
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out.SetTextureDisplay(disp)
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# Set the next drawcall
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curdraw = (curdraw + 1) % len(draws)
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window.after(150, advance)
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# Start the callbacks
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advance()
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paint()
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# Start the main window loop
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window.mainloop()
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controller.Shutdown()
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cap.Shutdown()
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