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renderdoc/docs/python_api/examples/show_texture.rst
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2026-08-13 21:05:11 +01:00

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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 <show_texture.py>`.
.. literalinclude:: show_texture.py