Metodo ID3D12GraphicsCommandList::ClearDepthStencilView (d3d12.h)
Cancella la risorsa depth-stencil.
Sintassi
void ClearDepthStencilView(
[in] D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,
[in] D3D12_CLEAR_FLAGS ClearFlags,
[in] FLOAT Depth,
[in] UINT8 Stencil,
[in] UINT NumRects,
[in] const D3D12_RECT *pRects
);
Parametri
[in] DepthStencilView
Tipo: D3D12_CPU_DESCRIPTOR_HANDLE
Descrive l'handle del descrittore della CPU che rappresenta l'inizio dell'heap per lo stencil di profondità da cancellare.
[in] ClearFlags
Tipo: D3D12_CLEAR_FLAGS
Combinazione di valori D3D12_CLEAR_FLAGS combinati tramite un'operazione OR bit per bit. Il valore risultante identifica il tipo di dati da cancellare (buffer depth, buffer stencil o entrambi).
[in] Depth
Tipo: FLOAT
Valore con cui cancellare il buffer di profondità. Questo valore verrà bloccato tra 0 e 1.
[in] Stencil
Tipo: UINT8
Valore con cui cancellare il buffer degli stencil.
[in] NumRects
Tipo: UINT
Numero di rettangoli nella matrice specificati dal parametro pRects .
[in] pRects
Tipo: const D3D12_RECT*
Matrice di strutture D3D12_RECT per i rettangoli nella visualizzazione risorse da cancellare. Se NULL, ClearDepthStencilView cancella l'intera visualizzazione risorse.
Valore restituito
nessuno
Osservazioni
Solo gli elenchi di comandi diretti e bundle supportano questa operazione.
ClearDepthStencilView può essere usato per inizializzare le risorse che aliasano la stessa memoria heap. Per altri dettagli, vedere CreatePlacedResource .
Convalida del runtime
Per gli input a virgola mobile, il runtime imposterà i valori denormalizzati su 0 (mantenendo al tempo stesso nan).L'errore di convalida genererà la chiamata a Chiudi restituendo E_INVALIDARG.
Livello di debug
Il livello di debug genera errori se i colori di input vengono denormalizzati.Il livello di debug genera un errore se le sottorisorse a cui fa riferimento la vista non sono nello stato appropriato. Per ClearDepthStencilView, lo stato deve trovarsi nello stato D3D12_RESOURCE_STATE_DEPTH_WRITE.
Esempio
L'esempio D3D12Bundles usa ID3D12GraphicsCommandList::ClearDepthStencilView come segue:
// Pipeline objects.
D3D12_VIEWPORT m_viewport;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12Resource> m_depthStencil;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature >m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_cbvSrvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12DescriptorHeap> m_samplerHeap;
ComPtr<ID3D12PipelineState> m_pipelineState1;
ComPtr<ID3D12PipelineState> m_pipelineState2;
D3D12_RECT m_scissorRect;
void D3D12Bundles::PopulateCommandList(FrameResource* pFrameResource)
{
// 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_pCurrentFrameResource->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_pCurrentFrameResource->m_commandAllocator.Get(), m_pipelineState1.Get()));
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get(), m_samplerHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
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);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
if (UseBundles)
{
// Execute the prebuilt bundle.
m_commandList->ExecuteBundle(pFrameResource->m_bundle.Get());
}
else
{
// Populate a new command list.
pFrameResource->PopulateCommandList(m_commandList.Get(), m_pipelineState1.Get(), m_pipelineState2.Get(), m_currentFrameResourceIndex, m_numIndices, &m_indexBufferView,
&m_vertexBufferView, m_cbvSrvHeap.Get(), m_cbvSrvDescriptorSize, m_samplerHeap.Get(), m_rootSignature.Get());
}
// 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());
}
L'esempio D3D12Multithreading usa ID3D12GraphicsCommandList::ClearDepthStencilView come segue:
void FrameResource::Init()
{
// Reset the command allocators and lists for the main thread.
for (int i = 0; i < CommandListCount; i++)
{
ThrowIfFailed(m_commandAllocators[i]->Reset());
ThrowIfFailed(m_commandLists[i]->Reset(m_commandAllocators[i].Get(), m_pipelineState.Get()));
}
// Clear the depth stencil buffer in preparation for rendering the shadow map.
m_commandLists[CommandListPre]->ClearDepthStencilView(m_shadowDepthView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
// Reset the worker command allocators and lists.
for (int i = 0; i < NumContexts; i++)
{
ThrowIfFailed(m_shadowCommandAllocators[i]->Reset());
ThrowIfFailed(m_shadowCommandLists[i]->Reset(m_shadowCommandAllocators[i].Get(), m_pipelineStateShadowMap.Get()));
ThrowIfFailed(m_sceneCommandAllocators[i]->Reset());
ThrowIfFailed(m_sceneCommandLists[i]->Reset(m_sceneCommandAllocators[i].Get(), m_pipelineState.Get()));
}
}
// Assemble the CommandListPre command list.
void D3D12Multithreading::BeginFrame()
{
m_pCurrentFrameResource->Init();
// Indicate that the back buffer will be used as a render target.
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
// Clear the render target and depth stencil.
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListPre]->Close());
}
// Assemble the CommandListMid command list.
void D3D12Multithreading::MidFrame()
{
// Transition our shadow map from the shadow pass to readable in the scene pass.
m_pCurrentFrameResource->SwapBarriers();
ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListMid]->Close());
}
Vedere Codice di esempio nel riferimento a Direct3D 12.
Requisiti
Requisito | Valore |
---|---|
Piattaforma di destinazione | Windows |
Intestazione | d3d12.h |
Libreria | D3d12.lib |
DLL | D3d12.dll |