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Método ID3D12GraphicsCommandList::ClearRenderTargetView (d3d12.h)

Define todos os elementos em um destino de renderização como um valor.

Sintaxe

void ClearRenderTargetView(
  [in] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,
  [in] const FLOAT [4]             ColorRGBA,
  [in] UINT                        NumRects,
  [in] const D3D12_RECT            *pRects
);

Parâmetros

[in] RenderTargetView

Tipo: D3D12_CPU_DESCRIPTOR_HANDLE

Especifica uma estrutura D3D12_CPU_DESCRIPTOR_HANDLE que descreve o identificador do descritor de CPU que representa o início do heap para que o destino de renderização seja limpo.

[in] ColorRGBA

Tipo: const FLOAT[4]

Uma matriz de 4 componentes que representa a cor com a qual preencher o destino de renderização.

[in] NumRects

Tipo: UINT

O número de retângulos na matriz especificada pelo parâmetro pRects .

[in] pRects

Tipo: const D3D12_RECT*

Uma matriz de estruturas de D3D12_RECT para os retângulos na exibição de recurso a serem limpas. Se NULL, ClearRenderTargetView limpará toda a exibição de recursos.

Retornar valor

Nenhum

Comentários

ClearRenderTargetView pode ser usado para inicializar recursos que alias a mesma memória de heap. Consulte CreatePlacedResource para obter mais detalhes.

Validação de runtime

Para entradas de ponto flutuante, o runtime definirá valores desnormalizados como 0 (preservando NANs).

A falha de validação resultará na chamada para FecharE_INVALIDARG de retorno.

Camada de depuração

A camada de depuração emitirá erros se as cores de entrada forem desnormalizadas.

A camada de depuração emitirá um erro se os sub-recursos referenciados pela exibição não estiverem no estado apropriado. Para ClearRenderTargetView, o estado deve ser D3D12_RESOURCE_STATE_RENDER_TARGET.

Exemplos

O exemplo D3D12HelloTriangle usa ID3D12GraphicsCommandList::ClearRenderTargetView da seguinte maneira:

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;

void D3D12HelloTriangle::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_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());
}

O exemplo D3D12Multithreading usa ID3D12GraphicsCommandList::ClearRenderTargetView da seguinte maneira:

// Frame resources.
FrameResource* m_frameResources[FrameCount];
FrameResource* m_pCurrentFrameResource;
int m_currentFrameResourceIndex;

// Assemble the CommandListPre command list.
void D3D12Multithreading::BeginFrame()
{
    m_pCurrentFrameResource->Init();

    // Indicate that the back buffer will be used as a render target.
    m_pCurrentFrameResource->m_commandLists[CommandListPre]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

    // Clear the render target and depth stencil.
    const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
    m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
    m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListPre]->Close());
}

// Assemble the CommandListMid command list.
void D3D12Multithreading::MidFrame()
{
    // Transition our shadow map from the shadow pass to readable in the scene pass.
    m_pCurrentFrameResource->SwapBarriers();

    ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListMid]->Close());
}

Consulte Código de exemplo na referência D3D12.

Requisitos

Requisito Valor
Plataforma de Destino Windows
Cabeçalho d3d12.h
Biblioteca D3d12.lib
DLL D3d12.dll

Confira também

ID3D12GraphicsCommandList