ID3D12Device::GetDescriptorHandleIncrementSize 方法 (d3d12.h)
获取给定类型的描述符堆的句柄增量大小。 此值通常用于按正确的量递增描述符数组中的句柄。
语法
UINT GetDescriptorHandleIncrementSize(
[in] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapType
);
参数
[in] DescriptorHeapType
D3D12_DESCRIPTOR_HEAP_TYPE类型的值,该值指定要获取其句柄增量大小的描述符堆的类型。
返回值
返回给定类型的描述符堆的句柄增量大小,包括任何必要的填充。
备注
此方法返回的描述符大小用作 CD3DX12_CPU_DESCRIPTOR_HANDLE 和 CD3DX12_GPU_DESCRIPTOR_HANDLE帮助程序结构的一个输入。
示例
D3D12PredicationQueries 示例使用 ID3D12Device::GetDescriptorHandleIncrementSize,如下所示:
为资源创建描述符堆。 变量 m_rtvDescriptorSize
存储呈现器目标视图描述符句柄递增大小,并用于代码的 “创建帧资源 ”部分。
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
// Describe and create a depth stencil view (DSV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 1;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));
// Describe and create a constant buffer view (CBV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
cbvHeapDesc.NumDescriptors = CbvCountPerFrame * FrameCount;
cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
// Describe and create a heap for occlusion queries.
D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
queryHeapDesc.Count = 1;
queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
ThrowIfFailed(m_device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&m_queryHeap)));
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
// Create frame resources.
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
// Create a RTV and a command allocator for each frame.
for (UINT n = 0; n < FrameCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);
ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
}
}
请参阅 D3D12 参考中的示例代码。
要求
目标平台 | Windows |
标头 | d3d12.h |
Library | D3D12.lib |
DLL | D3D12.dll |