ID3D12GraphicsCommandList::ResolveQueryData method
Extracts data from a query. ResolveQueryData works with all heap types (default, upload, and readback).
Syntax
void ResolveQueryData( [in] ID3D12QueryHeap *pQueryHeap, [in] D3D12_QUERY_TYPE Type, [in] UINT StartIndex, [in] UINT NumQueries, [in] ID3D12Resource *pDestinationBuffer, [in] UINT64 AlignedDestinationBufferOffset );
Parameters
- pQueryHeap [in]
-
Type: ID3D12QueryHeap*
Specifies the ID3D12QueryHeap containing the queries to resolve.
- Type [in]
-
Type: D3D12_QUERY_TYPE
Specifies the type of query, one member of D3D12_QUERY_TYPE.
- StartIndex [in]
-
Type: UINT
Specifies an index of the first query to resolve.
- NumQueries [in]
-
Type: UINT
Specifies the number of queries to resolve.
- pDestinationBuffer [in]
-
Type: ID3D12Resource*
Specifies an ID3D12Resource destination buffer, which must be in the state D3D12_RESOURCE_STATE_COPY_DEST.
- AlignedDestinationBufferOffset [in]
-
Type: UINT64
Specifies an alignment offset into the destination buffer. Must be a multiple of 8 bytes.
Return value
This method does not return a value.
Remarks
ResolveQueryData performs a batched operation which writes query data into a destination buffer. Query data is written contiguously to the destination buffer, and the parameter.
Binary occlusion queries write 64-bits per query. The least significant bit is either 0 or 1. The rest of the bits are 0.
The core runtime will validate the following:
- StartIndex and NumQueries are within range.
- AlignedDestinationBufferOffset is a multiple of 8 bytes.
- DestinationBuffer is a buffer.
- The written data will not overflow the output buffer.
- The query type must be supported by the command list type.
- The query type must be supported by the query heap.
The debug layer will issue a warning if the destination buffer is not in the D3D12_RESOURCE_STATE_COPY_DEST state.
Examples
The D3D12PredicationQueries sample uses ID3D12GraphicsCommandList::ResolveQueryData as follows:
// 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()); }
See Example Code in the D3D12 Reference.
Requirements
|
Header |
|
|---|---|
|
Library |
|
|
DLL |
|
See also