Example: Show and save a texture ================================ This example demonstrates how to enumerate textures, show one in the texture viewer, and save the texture to disk. Fetching Texture Metadata ------------------------- First we iterate through the list of textures (:meth:`~qrenderdoc.CaptureContext.GetTextures`) and print their dimensions as we go. We keep track of which texture has the largest area. .. highlight:: python .. code:: python highestArea = 0 largest = None for tex in pyrenderdoc.GetTextures(): name = pyrenderdoc.GetResourceName(tex.resourceId) print(f"{name} is {tex.width} x {tex.height}") area = tex.width * tex.height if area > highestArea: highestArea = area largest = tex Opening in Texture Viewer ------------------------- Once we've found the largest texture, we print its information again as a summary and then show (:meth:`~qrenderdoc.CaptureContext.ShowTextureViewer`) and ask the :class:`~qrenderdoc.TextureViewer` to display it as a new locked tab (:meth:`~qrenderdoc.TextureViewer.ViewTexture`). .. highlight:: python .. code:: python if largest is not None: name = pyrenderdoc.GetResourceName(largest.resourceId) print(f"\n+++ Largest texture is {name}") # open largest texture (by area) in texture viewer, and focus pyrenderdoc.ShowTextureViewer() pyrenderdoc.GetTextureViewer().ViewTexture(largest.resourceId, renderdoc.CompType.Typeless, True) .. figure:: ../../imgs/Screenshots/CurrentVsLockedTab.png An example locked tab that has been opened from the python script. To go further we will now save this texture to disk in a couple of different formats. Saving Texture to Disk ---------------------- We will need to obtain the :class:`~renderdoc.ReplayController` which controls RenderDoc's underlying analysis. .. tip:: Although not shown in this example, with the texture ID you can use :meth:`~renderdoc.ReplayController.GetTextureData` to fetch the raw bytes for a given subresource in a texture, for arbitrary processing. For convenience we will fetch a blocking version (:meth:`~qrenderdoc.CaptureContext.GetBlockingController`) that stalls the python script and executes the given command. If this code ran in a UI extension that could cause the UI to become unresponsive while the texture is processed and written to disk so this work could be done on a thread instead - see :ref:`pythreading`. .. highlight:: python .. code:: python controller = pyrenderdoc.GetBlockingController() Next so that we know where to save the file, we prompt the user to browse to a filename (:meth:`qrenderdoc.ExtensionManager.SaveFileName`). We'll replace the extension so trim off any ``.jpg`` we get. .. highlight:: python .. code:: python filename = pyrenderdoc.Extensions().SaveFileName( "Choose where to save JPG/PNG/DDS texture files", "", "*.jpg" ) filename = filename.replace(".jpg", "") Saving textures to disk can require a few different configuration options, which is contained in the :class:`~renderdoc.TextureSave` configuration structure. Not all textures map cleanly to normal texture formats and some textures may have multiple mips or array slices. To start with we will specify that when writing a texture format without an alpha channel RenderDoc should blend to a checkerboard pattern (:data:`~renderdoc.AlphaMapping.BlendToCheckerboard`). We also choose to save mip 0 if there are multiple mips, and if there are multiple slices save only slice 0. Other options are possible to e.g. lay out all slices in a grid atlas. .. highlight:: python .. code:: python texsave = renderdoc.TextureSave() texsave.resourceId = largest.resourceId # Blend alpha to a checkerboard pattern for formats without alpha support texsave.alpha = renderdoc.AlphaMapping.BlendToCheckerboard # Most formats can only display a single image per file, so we select the # first mip and first slice texsave.mip = 0 texsave.slice.sliceIndex = 0 With that done we can save the texture in both :data:`~renderdoc.FileType.JPG` and :data:`~renderdoc.FileType.PNG` formats with a call to :meth:`~renderdoc.ReplayController.SaveTexture`. .. highlight:: python .. code:: python texsave.destType = renderdoc.FileType.JPG controller.SaveTexture(texsave, filename + ".jpg") # For formats with an alpha channel, preserve it texsave.alpha = renderdoc.AlphaMapping.Preserve texsave.destType = renderdoc.FileType.PNG controller.SaveTexture(texsave, filename + ".png") Finally we will save to :data:`~renderdoc.FileType.DDS`, and in this case we now have a texture format that can support mips and array slices. We'll change the configuration to ensure that all mips and all array slices are written to the same file. .. code:: python # DDS textures can save multiple mips and array slices, so instead # of the default behaviour of saving mip 0 and slice 0, we set -1 # which saves *all* mips and slices texsave.mip = -1 texsave.slice.sliceIndex = -1 texsave.destType = renderdoc.FileType.DDS controller.SaveTexture(texsave, filename + ".dds") Example Source -------------- This example can be found under the name "Show and save a texture" in the python scripting window. .. only:: html and not htmlhelp :download:`Download the example script `. .. literalinclude:: show_texture.py