ID3D12GraphicsCommandList4::BeginRenderPass method (d3d12.h)
Marks the beginning of a render pass by binding a set of output resources for the duration of the render pass. These bindings are to one or more render target views (RTVs), and/or to a depth stencil view (DSV).
Syntax
void BeginRenderPass(
UINT NumRenderTargets,
const D3D12_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets,
const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil,
D3D12_RENDER_PASS_FLAGS Flags
);
Parameters
NumRenderTargets
A UINT. The number of render targets being bound.
pRenderTargets
A pointer to a constant D3D12_RENDER_PASS_RENDER_TARGET_DESC, which describes bindings (fixed for the duration of the render pass) to one or more render target views (RTVs), as well as their beginning and ending access characteristics.
pDepthStencil
A pointer to a constant D3D12_RENDER_PASS_DEPTH_STENCIL_DESC, which describes a binding (fixed for the duration of the render pass) to a depth stencil view (DSV), as well as its beginning and ending access characteristics.
Flags
A D3D12_RENDER_PASS_FLAGS. The nature/requirements of the render pass; for example, whether it is a suspending or a resuming render pass, or whether it wants to write to unordered access view(s).
Return value
None
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1809 [desktop apps only] |
Minimum supported server | Windows Server 2016 [desktop apps only] |
Target Platform | Windows |
Header | d3d12.h |
Library | D3D12.lib |
DLL | D3D12.dll |