ID3D12GraphicsCommandList::RSSetScissorRects 方法 (d3d12.h)
將剪刀器矩形陣列系結至轉譯器階段。
語法
void RSSetScissorRects(
[in] UINT NumRects,
[in] const D3D12_RECT *pRects
);
參數
[in] NumRects
類型: UINT
要系結的剪刀矩形數目。
[in] pRects
類型: const D3D12_RECT*
剪刀矩形的陣列。
傳回值
無
備註
所有剪刀矩形都必須以不可部分完成的方式設定為一項作業。 呼叫未定義的任何剪刀矩形都已停用。
要使用的剪刀矩形是由 SV_ViewportArrayIndex
幾何著色器的語意輸出所決定, (請參閱著色器語意語法) 。 如果幾何著色器未使用 SV_ViewportArrayIndex
語意,則 Direct3D 會使用陣列中的第一個剪刀矩形。
數位中的每個剪刀矩形都會對應至檢視區陣列中的檢視區, (請參閱 RSSetViewports) 。
範例
D3D12HelloTriangle 範例使用 ID3D12GraphicsCommandList::RSSetScisorRects,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;
// 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());
請參閱 D3D12 參考中的範例程式代碼。
規格需求
需求 | 值 |
---|---|
目標平台 | Windows |
標頭 | d3d12.h |
程式庫 | D3d12.lib |
Dll | D3d12.dll |