ID3D12GraphicsCommandList::SetPredication 方法 (d3d12.h)

设置呈现谓词。

语法

void SetPredication(
  [in, optional] ID3D12Resource       *pBuffer,
  [in]           UINT64               AlignedBufferOffset,
  [in]           D3D12_PREDICATION_OP Operation
);

参数

[in, optional] pBuffer

类型: ID3D12Resource*

缓冲区,作为 ID3D12Resource,必须处于 D3D12_RESOURCE_STATE_PREDICATIOND3D21_RESOURCE_STATE_INDIRECT_ARGUMENT 状态, (两个值是相同的,并作为别名提供,以便清楚) ,或 NULL 以禁用谓词。

[in] AlignedBufferOffset

类型: UINT64

对齐的缓冲区偏移量,作为 UINT64。

[in] Operation

类型: D3D12_PREDICATION_OP

指定 D3D12_PREDICATION_OP,例如D3D12_PREDICATION_OP_EQUAL_ZERO或D3D12_PREDICATION_OP_NOT_EQUAL_ZERO。

返回值

备注

使用此方法表示,如果谓词的生成谓词数据等于指定的操作,则不会实际执行后续呈现和资源操作命令。

与 Direct3D 11 不同,在 Direct3D 12 谓词状态中,直接命令列表不会继承,并且始终遵循 () 没有谓词提示。 所有直接命令列表都以禁用谓词开头。 捆绑包确实继承了谓词状态。 同一谓词多次绑定是合法的。

非法 API 调用将导致 Close 返回错误,或 ID3D12CommandQueue::ExecuteCommandLists 删除命令列表并删除设备。

每当运行时验证失败时,调试层都会发出错误。

有关详细信息,请参阅 Predication

示例

D3D12PredicationQueries 示例使用 ID3D12GraphicsCommandList::SetPredication,如下所示:

// Fill the command list with all the render commands and dependent state.
void D3D12PredicationQueries::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_commandAllocators[m_frameIndex]->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_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get()));

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

    ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.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(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

    // Draw the quads and perform the occlusion query.
    {
        CD3DX12_GPU_DESCRIPTOR_HANDLE cbvFarQuad(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex * CbvCountPerFrame, m_cbvSrvDescriptorSize);
        CD3DX12_GPU_DESCRIPTOR_HANDLE cbvNearQuad(cbvFarQuad, m_cbvSrvDescriptorSize);

        m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
        m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);

        // Draw the far quad conditionally based on the result of the occlusion query
        // from the previous frame.
        m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
        m_commandList->SetPredication(m_queryResult.Get(), 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
        m_commandList->DrawInstanced(4, 1, 0, 0);

        // Disable predication and always draw the near quad.
        m_commandList->SetPredication(nullptr, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
        m_commandList->SetGraphicsRootDescriptorTable(0, cbvNearQuad);
        m_commandList->DrawInstanced(4, 1, 4, 0);

        // Run the occlusion query with the bounding box quad.
        m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
        m_commandList->SetPipelineState(m_queryState.Get());
        m_commandList->BeginQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);
        m_commandList->DrawInstanced(4, 1, 8, 0);
        m_commandList->EndQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);

        // Resolve the occlusion query and store the results in the query result buffer
        // to be used on the subsequent frame.
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_PREDICATION, D3D12_RESOURCE_STATE_COPY_DEST));
        m_commandList->ResolveQueryData(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0, 1, m_queryResult.Get(), 0);
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PREDICATION));
    }

    // 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

   
目标平台 Windows
标头 d3d12.h
Library D3d12.lib
DLL D3d12.dll

另请参阅

ID3D12GraphicsCommandList

预测查询演练