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ID3D12GraphicsCommandList::RSSetScissorRects 方法 (d3d12.h)

將剪刀器矩形陣列系結至轉譯器階段。

語法

void RSSetScissorRects(
  [in] UINT             NumRects,
  [in] const D3D12_RECT *pRects
);

參數

[in] NumRects

類型: UINT

要系結的剪刀矩形數目。

[in] pRects

類型: const D3D12_RECT*

剪刀矩形的陣列。

傳回值

備註

所有剪刀矩形都必須以不可部分完成的方式設定為一項作業。 呼叫未定義的任何剪刀矩形都已停用。

要使用的剪刀矩形是由 SV_ViewportArrayIndex 幾何著色器的語意輸出所決定, (請參閱著色器語意語法) 。 如果幾何著色器未使用 SV_ViewportArrayIndex 語意,則 Direct3D 會使用陣列中的第一個剪刀矩形。

數位中的每個剪刀矩形都會對應至檢視區陣列中的檢視區, (請參閱 RSSetViewports) 。

範例

D3D12HelloTriangle 範例使用 ID3D12GraphicsCommandList::RSSetScisorRects,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;

// 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());

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