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 為NULL,ClearRenderTargetView 會清除整個資源檢視。
傳回值
無
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 | 值 |
---|---|
目標平台 | Windows |
標頭 | d3d12.h |
程式庫 | D3d12.lib |
Dll | D3d12.dll |