ID3D12CommandList 介面 (d3d12.h)

ID3D12GraphicsCommandList繼承的介面。 它代表 GPU 執行的已排序命令集,同時允許擴充功能支援其他命令清單,而不只是圖形 (的命令清單,例如計算和複製) 。

繼承

ID3D12CommandList介面繼承自ID3D12DeviceChildID3D12CommandList 也有下列類型的成員:

方法

ID3D12CommandList介面具有這些方法。

 
ID3D12CommandList::GetType

取得命令清單的類型,例如直接、配套、計算或複製。

備註

使用 ID3D12Device::CreateCommandList 來建立命令清單物件。

另請參閱 ID3D12GraphicsCommandList,其衍生自 ID3D12CommandList。

命令清單會對應至圖形處理單位 (GPU) 執行的一組命令。 命令會設定狀態、繪製、清除、複製等等。

Direct3D 12 命令清單僅支援這 2 個層級的間接存取:

  • 直接命令清單會對應至 GPU 可執行檔命令緩衝區。
  • 套件組合只能直接透過直接命令清單執行。

範例

D3D12nBodyGravity範例使用ID3D12CommandList,如下所示:

DWORD D3D12nBodyGravity::AsyncComputeThreadProc(int threadIndex)
{
    ID3D12CommandQueue* pCommandQueue = m_computeCommandQueue[threadIndex].Get();
    ID3D12CommandAllocator* pCommandAllocator = m_computeAllocator[threadIndex].Get();
    ID3D12GraphicsCommandList* pCommandList = m_computeCommandList[threadIndex].Get();
    ID3D12Fence* pFence = m_threadFences[threadIndex].Get();

    while (0 == InterlockedGetValue(&m_terminating))
    {
        // Run the particle simulation.
        Simulate(threadIndex);

        // Close and execute the command list.
        ThrowIfFailed(pCommandList->Close());
        ID3D12CommandList* ppCommandLists[] = { pCommandList };

        pCommandQueue->ExecuteCommandLists(1, ppCommandLists);

        // Wait for the compute shader to complete the simulation.
        UINT64 threadFenceValue = InterlockedIncrement(&m_threadFenceValues[threadIndex]);
        ThrowIfFailed(pCommandQueue->Signal(pFence, threadFenceValue));
        ThrowIfFailed(pFence->SetEventOnCompletion(threadFenceValue, m_threadFenceEvents[threadIndex]));
        WaitForSingleObject(m_threadFenceEvents[threadIndex], INFINITE);

        // Wait for the render thread to be done with the SRV so that
        // the next frame in the simulation can run.
        UINT64 renderContextFenceValue = InterlockedGetValue(&m_renderContextFenceValues[threadIndex]);
        if (m_renderContextFence->GetCompletedValue() < renderContextFenceValue)
        {
            ThrowIfFailed(pCommandQueue->Wait(m_renderContextFence.Get(), renderContextFenceValue));
            InterlockedExchange(&m_renderContextFenceValues[threadIndex], 0);
        }

        // Swap the indices to the SRV and UAV.
        m_srvIndex[threadIndex] = 1 - m_srvIndex[threadIndex];

        // Prepare for the next frame.
        ThrowIfFailed(pCommandAllocator->Reset());
        ThrowIfFailed(pCommandList->Reset(pCommandAllocator, m_computeState.Get()));
    }

    return 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

另請參閱

核心介面

ID3D12DeviceChild

ID3D12GraphicsCommandList

設定描述項堆積