ID3D12GraphicsCommandList::ClearRenderTargetView 方法 (d3d12.h)
将呈现器目标中的所有元素设置为一个值。
语法
void ClearRenderTargetView(
[in] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,
[in] const FLOAT [4] ColorRGBA,
[in] UINT NumRects,
[in] const D3D12_RECT *pRects
);
参数
[in] RenderTargetView
类型: D3D12_CPU_DESCRIPTOR_HANDLE
指定D3D12_CPU_DESCRIPTOR_HANDLE结构,该结构描述 CPU 描述符句柄,该句柄表示要清除的呈现器目标的堆的开头。
[in] ColorRGBA
类型: const FLOAT[4]
一个由 4 分量构成的数组,表示要填充呈现器目标时使用的颜色。
[in] NumRects
类型: UINT
pRects 参数指定的数组中的矩形数。
[in] pRects
类型: const D3D12_RECT*
要清除的资源视图中矩形的 D3D12_RECT 结构的数组。 如果 为NULL,ClearRenderTargetView 将清除整个资源视图。
返回值
无
备注
ClearRenderTargetView 可用于初始化同一堆内存别名的资源。 有关更多详细信息 ,请参阅 CreatePlacedResource 。
运行时验证
对于浮点输入,运行时会将非规范化值设置为 0 (,同时保留 NAN) 。验证失败将导致调用 Close 返回 E_INVALIDARG。
调试层
如果输入颜色非规范化,调试层将发出错误。如果视图引用的子资源未处于适当的状态,则调试层将发出错误。 对于 ClearRenderTargetView,状态必须为 D3D12_RESOURCE_STATE_RENDER_TARGET。
示例
D3D12HelloTriangle 示例使用 ID3D12GraphicsCommandList::ClearRenderTargetView,如下所示:
D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;
void D3D12HelloTriangle::PopulateCommandList()
{
// 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_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_commandAllocator.Get(), m_pipelineState.Get()));
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
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);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_commandList->DrawInstanced(3, 1, 0, 0);
// 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());
}
D3D12Multithreading 示例使用 ID3D12GraphicsCommandList::ClearRenderTargetView,如下所示:
// Frame resources.
FrameResource* m_frameResources[FrameCount];
FrameResource* m_pCurrentFrameResource;
int m_currentFrameResourceIndex;
// 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());
}
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 |