ID3D12GraphicsCommandList::SetPredication 方法 (d3d12.h)

設定轉譯述詞。

語法

void SetPredication(
  [in, optional] ID3D12Resource       *pBuffer,
  [in]           UINT64               AlignedBufferOffset,
  [in]           D3D12_PREDICATION_OP Operation
);

參數

[in, optional] pBuffer

類型: ID3D12Resource*

緩衝區,做為 ID3D12Resource,這兩個值必須處於 D3D12_RESOURCE_STATE_PREDICATIOND3D21_RESOURCE_STATE_INDIRECT_ARGUMENT狀態, (兩個值都相同,並提供為別名,以便清楚) 或 Null 來停用預先分割。

[in] AlignedBufferOffset

類型: UINT64

對齊的緩衝區位移,做為 UINT64。

[in] Operation

類型: D3D12_PREDICATION_OP

指定 D3D12_PREDICATION_OP,例如D3D12_PREDICATION_OP_EQUAL_ZERO或D3D12_PREDICATION_OP_NOT_EQUAL_ZERO。

傳回值

備註

使用這個方法表示,如果述詞的結果述詞資料等於指定的作業,則不會實際執行後續轉譯和資源操作命令。

不同于 Direct3D 11,Direct3D 12 預先部署狀態不會由直接命令清單繼承,而且一律遵守預先部署, (沒有任何預先設置提示) 。 所有直接命令清單都是以停用預先設置開始。 套件組合確實會繼承預先定義狀態。 相同的述詞系結多次是合法的。

不合法的 API 呼叫會導致 Close 傳回錯誤,或 ID3D12CommandQueue::ExecuteCommandLists 卸載命令清單並移除裝置。

每當執行時間驗證失敗時,偵錯層就會發出錯誤。

如需詳細資訊,請參閱 預先分割

範例

D3D12PredicationQueries範例會使用ID3D12GraphicsCommandList::SetPredication,如下所示:

// 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());
}

請參閱 D3D12 參考中的範例程式碼

需求

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

另請參閱

ID3D12GraphicsCommandList

預先分割查詢逐步解說