PFND3D12DDI_BEGIN_RENDER_PASS_0053 callback function (d3d12umddi.h)
Implemented by the client driver to start the Render Pass.
Syntax
PFND3D12DDI_BEGIN_RENDER_PASS_0053 Pfnd3d12ddiBeginRenderPass0053;
void Pfnd3d12ddiBeginRenderPass0053(
D3D12DDI_HCOMMANDLIST unnamedParam1,
UINT NumRenderTargets,
const D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC_0053 *pRenderTargets,
const D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC_0053 *pDepthStencil,
D3D12DDIARG_RENDER_PASS_FLAGS_0053 Flags
)
{...}
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_0053 structure, that specifies the render target.
pDepthStencil
In_opt
Pointer to D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC_0053, that provides information about the Render Pass depth stencil.
Flags
Pointer to a D3D12DDIARG_RENDER_PASS_FLAGS_0053 enumeration, that specifies the state of the Render Pass.
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_0053 and D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE_0053 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 |