ID3D12CommandAllocator::Reset 方法 (d3d12.h)

指示重新使用与命令分配器关联的内存。

语法

HRESULT Reset();

返回值

类型: HRESULT

如果存在引用命令分配器的主动录制命令列表,此方法将返回 E_FAIL 。 在这种情况下,调试层也会发出错误。
有关其他可能的返回值,请参阅 Direct3D 12 返回代码

注解

应用调用 Reset 以重复使用与命令分配器关联的内存。 从此对 Reset 的调用中,运行时和驱动程序确定 gpu) (图形处理单元不再执行任何使用命令分配器记录了命令的命令列表。

ID3D12GraphicsCommandList::Reset 不同,不建议在命令列表仍在执行时对命令分配器调用 Reset

如果调试层无法证明在分配器中记录了命令的命令列表没有挂起的 GPU 引用,则会发出警告。

如果同一分配器对象 (多个线程同时调用 Reset ,则调试层将发出错误) 。

示例

D3D12HelloTriangle 示例使用 ID3D12CommandAllocator::Reset,如下所示:

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;

// 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());

请参阅 D3D12 参考中的示例代码

要求

要求
目标平台 Windows
标头 d3d12.h
Library D3D12.lib
DLL D3D12.dll

另请参阅

ID3D12CommandAllocator