Metodo ID3D12GraphicsCommandList::EndQuery (d3d12.h)
Termina una query in esecuzione.
Sintassi
void EndQuery(
[in] ID3D12QueryHeap *pQueryHeap,
[in] D3D12_QUERY_TYPE Type,
[in] UINT Index
);
Parametri
[in] pQueryHeap
Tipo: ID3D12QueryHeap*
Specifica l'ID3D12QueryHeap contenente la query.
[in] Type
Tipo: D3D12_QUERY_TYPE
Specifica un membro di D3D12_QUERY_TYPE.
[in] Index
Tipo: UINT
Specifica l'indice della query nell'heap della query.
Valore restituito
nessuno
Osservazioni
Per altre informazioni sulle query D3D12, vedere Query .
Esempio
L'esempio D3D12PredicationQueries usa ID3D12GraphicsCommandList::EndQuery come indicato di seguito:
// 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());
}
Vedere Codice di esempio nel riferimento D3D12.
Requisiti
Requisito | Valore |
---|---|
Piattaforma di destinazione | Windows |
Intestazione | d3d12.h |
Libreria | D3d12.lib |
DLL | D3d12.dll |