ID3D12PipelineState 介面 (d3d12.h)
代表所有目前設定著色器的狀態,以及特定的固定函式狀態物件。
繼承
ID3D12PipelineState介面繼承自ID3D12Pageable。 ID3D12PipelineState 也有下列類型的成員:
方法
ID3D12PipelineState介面具有這些方法。
ID3D12PipelineState::GetCachedBlob 取得代表管線狀態的快取 Blob。 |
備註
使用 ID3D12Device::CreateGraphicsPipelineState 或 ID3D12Device::CreateComputePipelineState 建立管線狀態物件 (PSO) 。
管線狀態物件會對應至圖形處理單位 (GPU) 狀態的重要部分。 此狀態包括所有目前設定的著色器和特定固定函式狀態物件。 變更管線物件內所含狀態的唯一方式是變更目前系結的管線物件。
範例
D3D12DynamicIndexing範例使用ID3D12PipelineState,如下所示:
宣告管線物件。
// Asset objects.
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12PipelineState> m_computeState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12Resource> m_vertexBuffer;
ComPtr<ID3D12Resource> m_vertexBufferUpload;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
ComPtr<ID3D12Resource> m_particleBuffer0[ThreadCount];
ComPtr<ID3D12Resource> m_particleBuffer1[ThreadCount];
ComPtr<ID3D12Resource> m_particleBuffer0Upload[ThreadCount];
ComPtr<ID3D12Resource> m_particleBuffer1Upload[ThreadCount];
ComPtr<ID3D12Resource> m_constantBufferGS;
UINT8* m_pConstantBufferGSData;
ComPtr<ID3D12Resource> m_constantBufferCS;
初始化套件組合。
void FrameResource::InitBundle(ID3D12Device* pDevice, ID3D12PipelineState* pPso,
UINT frameResourceIndex, UINT numIndices, D3D12_INDEX_BUFFER_VIEW* pIndexBufferViewDesc, D3D12_VERTEX_BUFFER_VIEW* pVertexBufferViewDesc,
ID3D12DescriptorHeap* pCbvSrvDescriptorHeap, UINT cbvSrvDescriptorSize, ID3D12DescriptorHeap* pSamplerDescriptorHeap, ID3D12RootSignature* pRootSignature)
{
ThrowIfFailed(pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_BUNDLE, m_bundleAllocator.Get(), pPso, IID_PPV_ARGS(&m_bundle)));
PopulateCommandList(m_bundle.Get(), pPso, frameResourceIndex, numIndices, pIndexBufferViewDesc,
pVertexBufferViewDesc, pCbvSrvDescriptorHeap, cbvSrvDescriptorSize, pSamplerDescriptorHeap, pRootSignature);
ThrowIfFailed(m_bundle->Close());
}
D3D12Bundles範例使用ID3D12PipelineState,如下所示:
填入命令清單,請注意替代的 PSO。
void FrameResource::PopulateCommandList(ID3D12GraphicsCommandList* pCommandList, ID3D12PipelineState* pPso1, ID3D12PipelineState* pPso2,
UINT frameResourceIndex, UINT numIndices, D3D12_INDEX_BUFFER_VIEW* pIndexBufferViewDesc, D3D12_VERTEX_BUFFER_VIEW* pVertexBufferViewDesc,
ID3D12DescriptorHeap* pCbvSrvDescriptorHeap, UINT cbvSrvDescriptorSize, ID3D12DescriptorHeap* pSamplerDescriptorHeap, ID3D12RootSignature* pRootSignature)
{
// If the root signature matches the root signature of the caller, then
// bindings are inherited, otherwise the bind space is reset.
pCommandList->SetGraphicsRootSignature(pRootSignature);
ID3D12DescriptorHeap* ppHeaps[] = { pCbvSrvDescriptorHeap, pSamplerDescriptorHeap };
pCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
pCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pCommandList->IASetIndexBuffer(pIndexBufferViewDesc);
pCommandList->IASetVertexBuffers(0, 1, pVertexBufferViewDesc);
pCommandList->SetGraphicsRootDescriptorTable(0, pCbvSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
pCommandList->SetGraphicsRootDescriptorTable(1, pSamplerDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
// Calculate the descriptor offset due to multiple frame resources.
// 1 SRV + how many CBVs we have currently.
UINT frameResourceDescriptorOffset = 1 + (frameResourceIndex * m_cityRowCount * m_cityColumnCount);
CD3DX12_GPU_DESCRIPTOR_HANDLE cbvSrvHandle(pCbvSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart(), frameResourceDescriptorOffset, cbvSrvDescriptorSize);
BOOL usePso1 = TRUE;
for (UINT i = 0; i < m_cityRowCount; i++)
{
for (UINT j = 0; j < m_cityColumnCount; j++)
{
// Alternate which PSO to use; the pixel shader is different on
// each just as a PSO setting demonstration.
pCommandList->SetPipelineState(usePso1 ? pPso1 : pPso2);
usePso1 = !usePso1;
// Set this city's CBV table and move to the next descriptor.
pCommandList->SetGraphicsRootDescriptorTable(2, cbvSrvHandle);
cbvSrvHandle.Offset(cbvSrvDescriptorSize);
pCommandList->DrawIndexedInstanced(numIndices, 1, 0, 0, 0);
}
}
}
請參閱 D3D12 參考中的範例程式碼。
需求
目標平台 | Windows |
標頭 | d3d12.h |