ID3D12GraphicsCommandList::IASetIndexBuffer 메서드(d3d12.h)
인덱스 버퍼에 대한 뷰를 설정합니다.
구문
void IASetIndexBuffer(
[in, optional] const D3D12_INDEX_BUFFER_VIEW *pView
);
매개 변수
[in, optional] pView
형식: const D3D12_INDEX_BUFFER_VIEW*
뷰는 인덱스 버퍼의 주소, 크기 및 DXGI_FORMATD3D12_INDEX_BUFFER_VIEW 구조체에 대한 포인터로 지정합니다.
반환 값
없음
설명
한 번에 하나의 인덱스 버퍼만 그래픽 파이프라인에 바인딩할 수 있습니다.
예제
D3D12Bundles 샘플은 다음과 같이 ID3D12GraphicsCommandList::IASetIndexBuffer를 사용합니다.
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);
}
}
}
요구 사항
대상 플랫폼 | Windows |
헤더 | d3d12.h |
라이브러리 | D3d12.lib |
DLL | D3d12.dll |