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ID3D12GraphicsCommandList::D rawIndexedInstanced 方法 (d3d12.h)

繪製已編製索引、實例的基本類型。

語法

void DrawIndexedInstanced(
  [in] UINT IndexCountPerInstance,
  [in] UINT InstanceCount,
  [in] UINT StartIndexLocation,
  [in] INT  BaseVertexLocation,
  [in] UINT StartInstanceLocation
);

參數

[in] IndexCountPerInstance

類型: UINT

從每個實例的索引緩衝區讀取的索引數目。

[in] InstanceCount

類型: UINT

要繪製的實例數目。

[in] StartIndexLocation

類型: UINT

GPU 從索引緩衝區讀取的第一個索引位置。

[in] BaseVertexLocation

類型: INT

從頂點緩衝區讀取頂點之前,新增至每個索引的值。

[in] StartInstanceLocation

類型: UINT

從頂點緩衝區讀取每個實例數據之前,新增至每個索引的值。

傳回值

備註

繪製 API 會將工作提交至轉譯管線。

實例可能會重複使用相同的幾何來擴充效能,以在場景中繪製多個物件。 實例的其中一個範例可能是繪製具有不同位置和色彩的相同物件。 實例需要多個頂點緩衝區:至少一個用於每個頂點數據,以及每個實例數據的第二個緩衝區。

範例

D3D12Bundles 範例使用 ID3D12GraphicsCommandList::D rawIndexedInstanced,如下所示:

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