ID3D12GraphicsCommandList::ExecuteBundle method (d3d12.h)

Executes a bundle.


void ExecuteBundle(
  [in] ID3D12GraphicsCommandList *pCommandList


[in] pCommandList

Type: ID3D12GraphicsCommandList*

Specifies the ID3D12GraphicsCommandList that determines the bundle to be executed.

Return value



Bundles inherit all state from the parent command list on which ExecuteBundle is called, except the pipeline state object and primitive topology. All of the state that is set in a bundle will affect the state of the parent command list. Note that ExecuteBundle is not a predicated operation.

Runtime validation

The runtime will validate that the "callee" is a bundle and that the "caller" is a direct command list. The runtime will also validate that the bundle has been closed. If the contract is violated, the runtime will silently drop the call. Validation failure will result in Close returning E_INVALIDARG.

Debug layer

The debug layer will issue a warning in the same cases where the runtime will fail. The debug layer will issue a warning if a predicate is set when ExecuteCommandList is called. Also, the debug layer will issue an error if it detects that any resource reference by the command list has been destroyed.

The debug layer will also validate that the command allocator associated with the bundle has not been reset since Close was called on the command list. This validation occurs at ExecuteBundle time, and when the parent command list is executed on a command queue.


The D3D12Bundles sample uses ID3D12GraphicsCommandList::ExecuteBundle as follows:

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.

    // 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.

    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.
        // 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));


See Example Code in the D3D12 Reference.


Requirement Value
Target Platform Windows
Header d3d12.h
Library D3d12.lib
DLL D3d12.dll

See also