PFND3D12DDI_BEGIN_RENDER_PASS callback function (d3d12umddi.h)
Implemented by the client driver to start the Render Pass.
Syntax
PFND3D12DDI_BEGIN_RENDER_PASS Pfnd3d12ddiBeginRenderPass;
void Pfnd3d12ddiBeginRenderPass(
D3D12DDI_HCOMMANDLIST unnamedParam1,
UINT NumRenderTargets,
const D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets,
const D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil,
D3D12DDIARG_RENDER_PASS_UAV_ACCESS_FLAGS UnorderedAccessViewAccessFlags
)
{...}
Parameters
unnamedParam1
List of commands.
NumRenderTargets
The number of rendering targets.
pRenderTargets
In_reads_opt(NumRenderTargets)
Pointer to the D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC structure, that specifies the render target.
pDepthStencil
In_opt
Pointer to D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC, that provides information about the render pass depth stencil.
UnorderedAccessViewAccessFlags
An unordered access view (UAV), defined by a value in the D3D12DDIARG_RENDER_PASS_UAV_ACCESS_FLAGS enumeration.
Return value
None
Remarks
When calling Pfnd3d12ddiBeginRenderPass, the user must declare all Resources that can be one or both of the following:
- Serving as RTVs (Render Target View) or DSVs (Data Source View) within that Render Pass, and/or
- ‘resuming’ from a previous Render Pass, via a SUSPEND/RESUME pair.
The D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE and D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE enumerations must both be provided for all resources when calling this callback.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1809 |
Header | d3d12umddi.h |