ID3D12GraphicsCommandList::ClearRenderTargetView method (d3d12.h)

Sets all the elements in a render target to one value.

Syntax

void ClearRenderTargetView(
  [in] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,
  [in] const FLOAT [4]             ColorRGBA,
  [in] UINT                        NumRects,
  [in] const D3D12_RECT            *pRects
);

Parameters

[in] RenderTargetView

Type: D3D12_CPU_DESCRIPTOR_HANDLE

Specifies a D3D12_CPU_DESCRIPTOR_HANDLE structure that describes the CPU descriptor handle that represents the start of the heap for the render target to be cleared.

[in] ColorRGBA

Type: const FLOAT[4]

A 4-component array that represents the color to fill the render target with.

[in] NumRects

Type: UINT

The number of rectangles in the array that the pRects parameter specifies.

[in] pRects

Type: const D3D12_RECT*

An array of D3D12_RECT structures for the rectangles in the resource view to clear. If NULL, ClearRenderTargetView clears the entire resource view.

Return value

None

Remarks

ClearRenderTargetView may be used to initialize resources which alias the same heap memory. See CreatePlacedResource for more details.

Runtime validation

For floating-point inputs, the runtime will set denormalized values to 0 (while preserving NANs).

Validation failure will result in the call to Close returning E_INVALIDARG.

Debug layer

The debug layer will issue errors if the input colors are denormalized.

The debug layer will issue an error if the subresources referenced by the view are not in the appropriate state. For ClearRenderTargetView, the state must be D3D12_RESOURCE_STATE_RENDER_TARGET.

Examples

The D3D12HelloTriangle sample uses ID3D12GraphicsCommandList::ClearRenderTargetView as follows:

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());
}

The D3D12Multithreading sample uses ID3D12GraphicsCommandList::ClearRenderTargetView as follows:

// 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());
}

See Example Code in the D3D12 Reference.

Requirements

Requirement Value
Target Platform Windows
Header d3d12.h
Library D3d12.lib
DLL D3d12.dll

See also

ID3D12GraphicsCommandList