PFND3D12DDI_BEGIN_RENDER_PASS callback function (d3d12umddi.h)

Implemented by the client driver to start the Render Pass.

Syntax

PFND3D12DDI_BEGIN_RENDER_PASS Pfnd3d12ddiBeginRenderPass;

void Pfnd3d12ddiBeginRenderPass(
  D3D12DDI_HCOMMANDLIST unnamedParam1,
  UINT NumRenderTargets,
  const D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets,
  const D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil,
  D3D12DDIARG_RENDER_PASS_UAV_ACCESS_FLAGS UnorderedAccessViewAccessFlags
)
{...}

Parameters

unnamedParam1

List of commands.

NumRenderTargets

The number of rendering targets.

pRenderTargets

In_reads_opt(NumRenderTargets)

Pointer to the D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC structure, that specifies the render target.

pDepthStencil

In_opt

Pointer to D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC, that provides information about the render pass depth stencil.

UnorderedAccessViewAccessFlags

An unordered access view (UAV), defined by a value in the D3D12DDIARG_RENDER_PASS_UAV_ACCESS_FLAGS enumeration.

Return value

None

Remarks

When calling Pfnd3d12ddiBeginRenderPass, the user must declare all Resources that can be one or both of the following:

  • Serving as RTVs (Render Target View) or DSVs (Data Source View) within that Render Pass, and/or
  • ‘resuming’ from a previous Render Pass, via a SUSPEND/RESUME pair.

The D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE and D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE enumerations must both be provided for all resources when calling this callback.

Requirements

Requirement Value
Minimum supported client Windows 10, version 1809
Header d3d12umddi.h