Metodo ID3D12GraphicsCommandList::RSSetScissorRects (d3d12.h)
Associa una matrice di rettangoli scissor alla fase rasterizer.
Sintassi
void RSSetScissorRects(
[in] UINT NumRects,
[in] const D3D12_RECT *pRects
);
Parametri
[in] NumRects
Tipo: UINT
Numero di rettangoli scissor da associare.
[in] pRects
Tipo: const D3D12_RECT*
Matrice di rettangoli scissor.
Valore restituito
nessuno
Osservazioni
Tutti i rettangoli scissor devono essere impostati atomicamente come un'unica operazione. Tutti i rettangoli scissor non definiti dalla chiamata sono disabilitati.
Quale rettangolo di scissor da usare è determinato dall'output semantico da un geometry shader (vedere sintassi SV_ViewportArrayIndex
semantica shader). Se uno shader geometry non usa la SV_ViewportArrayIndex
semantica, Direct3D userà il primo rettangolo scissor nella matrice.
Ogni rettangolo scissor nella matrice corrisponde a un viewport in una matrice di viewport (vedere RSSetViewports).
Esempio
L'esempio D3D12HelloTriangle usa ID3D12GraphicsCommandList::RSSetScissorRects come indicato di seguito:
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;
// 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());
Vedere Codice di esempio nel riferimento D3D12.
Requisiti
Requisito | Valore |
---|---|
Piattaforma di destinazione | Windows |
Intestazione | d3d12.h |
Libreria | D3d12.lib |
DLL | D3d12.dll |