ID3D12GraphicsCommandList::Close-Methode (d3d12.h)

Gibt an, dass die Aufzeichnung in der Befehlsliste abgeschlossen ist.

Syntax

HRESULT Close();

Rückgabewert

Typ: HRESULT

Gibt bei erfolgreicher Ausführung S_OK zurück. Gibt andernfalls einen der folgenden Werte zurück:

  • E_FAIL , wenn die Befehlsliste bereits geschlossen wurde oder während der Aufzeichnung der Befehlsliste eine ungültige API aufgerufen wurde.
  • E_OUTOFMEMORY , wenn dem Betriebssystem während der Aufzeichnung nicht mehr genügend Arbeitsspeicher zur Auswahl war.
  • E_INVALIDARG , wenn während der Aufzeichnung ein ungültiges Argument an die Befehlslisten-API übergeben wurde.
Weitere mögliche Rückgabewerte finden Sie unter Direct3D 12-Rückgabecodes .

Hinweise

Die Runtime überprüft, ob die Befehlsliste noch nicht geschlossen wurde. Wenn während der Aufzeichnung ein Fehler aufgetreten ist, wird der Fehlercode hier zurückgegeben. Die Runtime ruft in diesem Fall nicht die Close Device Driver Interface (DDI) auf.

Beispiele

Im D3D12HelloTriangle-Beispiel wird ID3D12GraphicsCommandList::Close wie folgt verwendet:

D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;

void D3D12HelloTriangle::LoadAssets()
{
    // Create an empty root signature.
    {
        CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
        rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

        ComPtr<ID3DBlob> signature;
        ComPtr<ID3DBlob> error;
        ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
        ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
    }

    // Create the pipeline state, which includes compiling and loading shaders.
    {
        ComPtr<ID3DBlob> vertexShader;
        ComPtr<ID3DBlob> pixelShader;

#if defined(_DEBUG)
        // Enable better shader debugging with the graphics debugging tools.
        UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
        UINT compileFlags = 0;
#endif

        ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
        ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));

        // Define the vertex input layout.
        D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
        };

        // Describe and create the graphics pipeline state object (PSO).
        D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
        psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
        psoDesc.pRootSignature = m_rootSignature.Get();
        psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
        psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
        psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        psoDesc.DepthStencilState.DepthEnable = FALSE;
        psoDesc.DepthStencilState.StencilEnable = FALSE;
        psoDesc.SampleMask = UINT_MAX;
        psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
        psoDesc.NumRenderTargets = 1;
        psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
        psoDesc.SampleDesc.Count = 1;
        ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
    }

    // Create the command list.
    ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));

    // Command lists are created in the recording state, but there is nothing
    // to record yet. The main loop expects it to be closed, so close it now.
    ThrowIfFailed(m_commandList->Close());

    // Create the vertex buffer.
    {
        // Define the geometry for a triangle.
        Vertex triangleVertices[] =
        {
            { { 0.0f, 0.25f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },
            { { 0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },
            { { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }
        };

        const UINT vertexBufferSize = sizeof(triangleVertices);

        // Note: using upload heaps to transfer static data like vert buffers is not 
        // recommended. Every time the GPU needs it, the upload heap will be marshalled 
        // over. Please read up on Default Heap usage. An upload heap is used here for 
        // code simplicity and because there are very few verts to actually transfer.
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&m_vertexBuffer)));

        // Copy the triangle data to the vertex buffer.
        UINT8* pVertexDataBegin;
        CD3DX12_RANGE readRange(0, 0);        // We do not intend to read from this resource on the CPU.
        ThrowIfFailed(m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
        memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));
        m_vertexBuffer->Unmap(0, nullptr);

        // Initialize the vertex buffer view.
        m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
        m_vertexBufferView.StrideInBytes = sizeof(Vertex);
        m_vertexBufferView.SizeInBytes = vertexBufferSize;
    }

    // Create synchronization objects and wait until assets have been uploaded to the GPU.
    {
        ThrowIfFailed(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
        m_fenceValue = 1;

        // Create an event handle to use for frame synchronization.
        m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
        if (m_fenceEvent == nullptr)
        {
            ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
        }

        // Wait for the command list to execute; we are reusing the same command 
        // list in our main loop but for now, we just want to wait for setup to 
        // complete before continuing.
        WaitForPreviousFrame();
    }
}

void D3D12HelloTriangle::PopulateCommandList()
{
    // Command list allocators can only be reset when the associated 
    // command lists have finished execution on the GPU; apps should use 
    // fences to determine GPU execution progress.
    ThrowIfFailed(m_commandAllocator->Reset());

    // However, when ExecuteCommandList() is called on a particular command 
    // list, that command list can then be reset at any time and must be before 
    // re-recording.
    ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));

    // Set necessary state.
    m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
    m_commandList->RSSetViewports(1, &m_viewport);
    m_commandList->RSSetScissorRects(1, &m_scissorRect);

    // Indicate that the back buffer will be used as a render target.
    m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
    m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);

    // Record commands.
    const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
    m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
    m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
    m_commandList->DrawInstanced(3, 1, 0, 0);

    // Indicate that the back buffer will now be used to present.
    m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

    ThrowIfFailed(m_commandList->Close());
}

Weitere Informationen finden Sie unter Beispielcode in der D3D12-Referenz.

Anforderungen

   
Zielplattform Windows
Kopfzeile d3d12.h
Bibliothek D3d12.lib
DLL D3d12.dll

Weitere Informationen

ID3D12GraphicsCommandList