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ID3D12GraphicsCommandList::ClearRenderTargetView 方法 (d3d12.h)

將轉譯目標中的所有項目設定為一個值。

語法

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

參數

[in] RenderTargetView

類型: D3D12_CPU_DESCRIPTOR_HANDLE

指定描述 CPU 描述項句柄的D3D12_CPU_DESCRIPTOR_HANDLE結構,此句柄代表要清除轉譯目標的堆積開始。

[in] ColorRGBA

類型: const FLOAT[4]

4 元件數位,表示要填入轉譯目標的色彩。

[in] NumRects

類型: UINT

pRects 參數所指定陣列中的矩形數目。

[in] pRects

類型: const D3D12_RECT*

要清除之資源檢視中矩形 的D3D12_RECT 結構數位。 如果 NULL,ClearRenderTargetView 會清除整個資源檢視。

傳回值

備註

ClearRenderTargetView 可用來初始化同一個堆積記憶體別名的資源。 如需詳細資訊 ,請參閱 CreatePlacedResource

運行時間驗證

對於浮點輸入,運行時間會將反正規化值設定為 0 (,同時保留 NAN) 。

驗證失敗會導致 呼叫 Close 傳回 E_INVALIDARG

偵錯層

如果輸入色彩反正規化,偵錯層將會發出錯誤。

如果檢視所參考的子資源不是處於適當的狀態,偵錯層就會發出錯誤。 針對 ClearRenderTargetView,狀態必須 D3D12_RESOURCE_STATE_RENDER_TARGET

範例

D3D12HelloTriangle 範例使用 ID3D12GraphicsCommandList::ClearRenderTargetView,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;

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());
}

D3D12Multithreading 範例使用 ID3D12GraphicsCommandList::ClearRenderTargetView,如下所示:

// 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());
}

請參閱 D3D12 參考中的範例程式代碼

規格需求

需求
目標平台 Windows
標頭 d3d12.h
程式庫 D3d12.lib
Dll D3d12.dll

另請參閱

ID3D12GraphicsCommandList