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ID3D12GraphicsCommandList::ClearDepthStencilView 方法(d3d12.h)

清除深度模板資源。

語法

void ClearDepthStencilView(
  [in] D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,
  [in] D3D12_CLEAR_FLAGS           ClearFlags,
  [in] FLOAT                       Depth,
  [in] UINT8                       Stencil,
  [in] UINT                        NumRects,
  [in] const D3D12_RECT            *pRects
);

參數

[in] DepthStencilView

類型: D3D12_CPU_DESCRIPTOR_HANDLE

描述代表堆積起始點的 CPU 描述符,用於清除深度模板。

[in] ClearFlags

類型: D3D12_CLEAR_FLAGS

D3D12_CLEAR_FLAGS值的組合,透過位元或運算組合起來。 所得值可識別需清除的資料類型(深度緩衝區、模板緩衝區,或兩者兼具)。

[in] Depth

類型: 浮動

一個用來清除深度緩衝區的數值。 這個數值會夾在 0 和 1 之間。

[in] Stencil

類型: UINT8

一個用來清除模板緩衝區的值。

[in] NumRects

類型: UINT

陣列中 pRects 參數指定的矩形數目。

[in] pRects

類型: const D3D12_RECT*

資源檢視中要清除的矩形的 D3D12_RECT 結構陣列。 若為 NULL,ClearDepthStencilView 會清除整個資源視圖。

返回值

None

備註

只有直接指令清單與 bundle 指令清單支援此操作。

ClearDepthStencilView 可用於初始化資源,這些資源與同一堆積記憶體有別名。 更多詳情請參見 CreatePlacedResource

執行時驗證

對於浮點輸入,執行時會將非正規化值設為 0(同時保留 NANs)。

驗證失敗會導致呼叫關閉回傳E_INVALIDARG

除錯層

如果輸入顏色被非正規化,除錯層會發出錯誤。

如果檢視所參考的子資源未處於適當狀態,除錯層會發出錯誤。 對於 ClearDepthStencilView,狀態必須在狀態 D3D12_RESOURCE_STATE_DEPTH_WRITE中。

範例

D3D12Bundles 範例使用 ID3D12GraphicsCommandList::ClearDepthStencilView 如下:

// Pipeline objects.
D3D12_VIEWPORT m_viewport;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12Resource> m_depthStencil;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature >m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_cbvSrvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12DescriptorHeap> m_samplerHeap;
ComPtr<ID3D12PipelineState> m_pipelineState1;
ComPtr<ID3D12PipelineState> m_pipelineState2;
D3D12_RECT m_scissorRect;
void D3D12Bundles::PopulateCommandList(FrameResource* pFrameResource)
{
    // 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_pCurrentFrameResource->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_pCurrentFrameResource->m_commandAllocator.Get(), m_pipelineState1.Get()));

    // Set necessary state.
    m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());

    ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get(), m_samplerHeap.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(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    if (UseBundles)
    {
        // Execute the prebuilt bundle.
        m_commandList->ExecuteBundle(pFrameResource->m_bundle.Get());
    }
    else
    {
        // Populate a new command list.
        pFrameResource->PopulateCommandList(m_commandList.Get(), m_pipelineState1.Get(), m_pipelineState2.Get(), m_currentFrameResourceIndex, m_numIndices, &m_indexBufferView,
            &m_vertexBufferView, m_cbvSrvHeap.Get(), m_cbvSrvDescriptorSize, m_samplerHeap.Get(), m_rootSignature.Get());
    }

    // 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());
}

D3D12 多執行緒範例使用 ID3D12GraphicsCommandList::ClearDepthStencilView 如下:

void FrameResource::Init()
{
    // Reset the command allocators and lists for the main thread.
    for (int i = 0; i < CommandListCount; i++)
    {
        ThrowIfFailed(m_commandAllocators[i]->Reset());
        ThrowIfFailed(m_commandLists[i]->Reset(m_commandAllocators[i].Get(), m_pipelineState.Get()));
    }

    // Clear the depth stencil buffer in preparation for rendering the shadow map.
    m_commandLists[CommandListPre]->ClearDepthStencilView(m_shadowDepthView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    // Reset the worker command allocators and lists.
    for (int i = 0; i < NumContexts; i++)
    {
        ThrowIfFailed(m_shadowCommandAllocators[i]->Reset());
        ThrowIfFailed(m_shadowCommandLists[i]->Reset(m_shadowCommandAllocators[i].Get(), m_pipelineStateShadowMap.Get()));

        ThrowIfFailed(m_sceneCommandAllocators[i]->Reset());
        ThrowIfFailed(m_sceneCommandLists[i]->Reset(m_sceneCommandAllocators[i].Get(), m_pipelineState.Get()));
    }
}
// Assemble the CommandListPre command list.
void D3D12Multithreading::BeginFrame()
{
    m_pCurrentFrameResource->Init();

    // Indicate that the back buffer will be used as a render target.
    m_pCurrentFrameResource->m_commandLists[CommandListPre]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

    // Clear the render target and depth stencil.
    const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
    m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
    m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListPre]->Close());
}

// Assemble the CommandListMid command list.
void D3D12Multithreading::MidFrame()
{
    // Transition our shadow map from the shadow pass to readable in the scene pass.
    m_pCurrentFrameResource->SwapBarriers();

    ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListMid]->Close());
}

請參閱 Direct3D 12 參考文獻中的範例程式碼

需求

Requirement 價值觀
目標平臺 窗戶
Header d3d12.h
Library D3d12.lib
DLL D3d12.dll

另請參閱

ID3D12GraphicsCommandList