METODE ID3D12GraphicsCommandList::SetPredication (d3d12.h)

Mengatur predikat penyajian.

Sintaks

void SetPredication(
  [in, optional] ID3D12Resource       *pBuffer,
  [in]           UINT64               AlignedBufferOffset,
  [in]           D3D12_PREDICATION_OP Operation
);

Parameter

[in, optional] pBuffer

Jenis: ID3D12Resource*

Buffer, sebagai ID3D12Resource, yang harus dalam status D3D12_RESOURCE_STATE_PREDICATION atau D3D21_RESOURCE_STATE_INDIRECT_ARGUMENT (kedua nilai identik, dan disediakan sebagai alias untuk kejelasan), atau NULL untuk menonaktifkan predikasi.

[in] AlignedBufferOffset

Jenis: UINT64

Offset buffer yang diratakan, sebagai UINT64.

[in] Operation

Jenis: D3D12_PREDICATION_OP

Menentukan D3D12_PREDICATION_OP, seperti D3D12_PREDICATION_OP_EQUAL_ZERO atau D3D12_PREDICATION_OP_NOT_EQUAL_ZERO.

Mengembalikan nilai

Tidak ada

Keterangan

Gunakan metode ini untuk menunjukkan bahwa perintah penyajian dan manipulasi sumber daya berikutnya tidak benar-benar dilakukan jika data predikat predikat yang dihasilkan sama dengan operasi yang ditentukan.

Tidak seperti Direct3D 11, dalam status predikasi Direct3D 12 tidak diwariskan oleh daftar perintah langsung, dan predikasi selalu dihormati (tidak ada petunjuk predikasi). Semua daftar perintah langsung dimulai dengan predikasi dinonaktifkan. Bundel mewarisi status predikasi. Hal ini legal untuk predikat yang sama untuk terikat beberapa kali.

Panggilan API ilegal akan mengakibatkan Tutup mengembalikan kesalahan, atau ID3D12CommandQueue::ExecuteCommandLists menghilangkan daftar perintah dan menghapus perangkat.

Lapisan debug akan mengeluarkan kesalahan setiap kali validasi runtime gagal.

Lihat Predikasi untuk informasi selengkapnya.

Contoh

Sampel D3D12PredicationQueries menggunakan ID3D12GraphicsCommandList::SetPredication sebagai berikut:

// Fill the command list with all the render commands and dependent state.
void D3D12PredicationQueries::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_commandAllocators[m_frameIndex]->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_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get()));

    // Set necessary state.
    m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());

    ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.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(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    // Draw the quads and perform the occlusion query.
    {
        CD3DX12_GPU_DESCRIPTOR_HANDLE cbvFarQuad(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex * CbvCountPerFrame, m_cbvSrvDescriptorSize);
        CD3DX12_GPU_DESCRIPTOR_HANDLE cbvNearQuad(cbvFarQuad, m_cbvSrvDescriptorSize);

        m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
        m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);

        // Draw the far quad conditionally based on the result of the occlusion query
        // from the previous frame.
        m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
        m_commandList->SetPredication(m_queryResult.Get(), 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
        m_commandList->DrawInstanced(4, 1, 0, 0);

        // Disable predication and always draw the near quad.
        m_commandList->SetPredication(nullptr, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
        m_commandList->SetGraphicsRootDescriptorTable(0, cbvNearQuad);
        m_commandList->DrawInstanced(4, 1, 4, 0);

        // Run the occlusion query with the bounding box quad.
        m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
        m_commandList->SetPipelineState(m_queryState.Get());
        m_commandList->BeginQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);
        m_commandList->DrawInstanced(4, 1, 8, 0);
        m_commandList->EndQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);

        // Resolve the occlusion query and store the results in the query result buffer
        // to be used on the subsequent frame.
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_PREDICATION, D3D12_RESOURCE_STATE_COPY_DEST));
        m_commandList->ResolveQueryData(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0, 1, m_queryResult.Get(), 0);
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PREDICATION));
    }

    // 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());
}

Lihat Contoh Kode dalam Referensi D3D12.

Persyaratan

   
Target Platform Windows
Header d3d12.h
Pustaka D3d12.lib
DLL D3d12.dll

Lihat juga

ID3D12GraphicsCommandList

Panduan kueri predikasi