ID3D12GraphicsCommandList::ExecuteBundle 方法 (d3d12.h)
执行捆绑包。
语法
void ExecuteBundle(
[in] ID3D12GraphicsCommandList *pCommandList
);
参数
[in] pCommandList
类型: ID3D12GraphicsCommandList*
指定要执行的捆绑包的 ID3D12GraphicsCommandList 。
返回值
无
备注
捆绑包从调用 ExecuteBundle 的父命令列表继承所有状态,管道状态对象和基元拓扑除外。 捆绑包中设置的所有状态都将影响父命令列表的状态。 请注意, ExecuteBundle 不是谓词运算。
运行时验证
运行时将验证“被调用方”是否为捆绑包,“调用方”是否为直接命令列表。 运行时还将验证捆绑包是否已关闭。 如果违反协定,运行时将以无提示方式放弃调用。 验证失败将导致 关闭 返回E_INVALIDARG。调试层
在运行时失败的相同情况下,调试层将发出警告。 如果在调用 ExecuteCommandList 时设置了谓词,则调试层将发出警告。 此外,如果调试层检测到命令列表的任何资源引用已被销毁,则它将发出错误。调试层还将验证与捆绑包关联的命令分配器是否尚未重置,因为对命令列表调用 Close 。 此验证在 ExecuteBundle 时间以及父命令列表在命令队列上执行时进行。
示例
D3D12Bundles 示例使用 ID3D12GraphicsCommandList::ExecuteBundle,如下所示:
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());
}
请参阅 D3D12 参考中的示例代码。
要求
要求 | 值 |
---|---|
目标平台 | Windows |
标头 | d3d12.h |
Library | D3d12.lib |
DLL | D3d12.dll |