ID3D12GraphicsCommandList::SetComputeRootSignature method

Sets the layout of the compute root signature.

Syntax


void SetComputeRootSignature(
  [in, optional] ID3D12RootSignature *pRootSignature
);

Parameters

pRootSignature [in, optional]

Type: ID3D12RootSignature*

A pointer to the ID3D12RootSignature object.

Return value

This method does not return a value.

Examples

The D3D12nBodyGravity sample uses ID3D12GraphicsCommandList::SetComputeRootSignature as follows:


// Run the particle simulation using the compute shader.
void D3D12nBodyGravity::Simulate(UINT threadIndex)
{
    ID3D12GraphicsCommandList* pCommandList = m_computeCommandList[threadIndex].Get();

    UINT srvIndex;
    UINT uavIndex;
    ID3D12Resource *pUavResource;
    if (m_srvIndex[threadIndex] == 0)
    {
        srvIndex = SrvParticlePosVelo0;
        uavIndex = UavParticlePosVelo1;
        pUavResource = m_particleBuffer1[threadIndex].Get();
    }
    else
    {
        srvIndex = SrvParticlePosVelo1;
        uavIndex = UavParticlePosVelo0;
        pUavResource = m_particleBuffer0[threadIndex].Get();
    }

    pCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(pUavResource, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));

    pCommandList->SetPipelineState(m_computeState.Get());
    pCommandList->SetComputeRootSignature(m_computeRootSignature.Get());

    ID3D12DescriptorHeap* ppHeaps[] = { m_srvUavHeap.Get() };
    pCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);

    CD3DX12_GPU_DESCRIPTOR_HANDLE srvHandle(m_srvUavHeap->GetGPUDescriptorHandleForHeapStart(), srvIndex + threadIndex, m_srvUavDescriptorSize);
    CD3DX12_GPU_DESCRIPTOR_HANDLE uavHandle(m_srvUavHeap->GetGPUDescriptorHandleForHeapStart(), uavIndex + threadIndex, m_srvUavDescriptorSize);

    pCommandList->SetComputeRootConstantBufferView(RootParameterCB, m_constantBufferCS->GetGPUVirtualAddress());
    pCommandList->SetComputeRootDescriptorTable(RootParameterSRV, srvHandle);
    pCommandList->SetComputeRootDescriptorTable(RootParameterUAV, uavHandle);

    pCommandList->Dispatch(static_cast<int>(ceil(ParticleCount / 128.0f)), 1, 1);

    pCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(pUavResource, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));
}


See Example Code in the D3D12 Reference.

Requirements

Header

D3d12.h

Library

D3d12.lib

DLL

D3d12.dll

See also

ID3D12GraphicsCommandList

 

 

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