ID3D12GraphicsCommandList::SetGraphicsRootSignature method
Sets the layout of the graphics root signature.
Syntax
void SetGraphicsRootSignature( [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 D3D12HelloTriangle sample uses ID3D12GraphicsCommandList::SetGraphicsRootSignature 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()); }
See Example Code in the D3D12 Reference.
Requirements
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See also
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