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This version of the user-mode display driver's (UMD) pfnBeginRenderPass callback function marks the beginning of an extended 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
[in] A D3D12DDI_HCOMMANDLIST handle through which to reference the command list.
NumRenderTargets
[in/optional] The number of rendering targets that pRenderTargets points to.
pRenderTargets
[in/optional] Pointer to a D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC_0053 structure that describes the render target.
pDepthStencil
[in/optional] Pointer to a D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC_0053 structure that describes the Render Pass depth stencil.
Flags
[in] Pointer to a D3D12DDIARG_RENDER_PASS_FLAGS_0053 enumeration that specifies the state of the Render Pass.
Return value
None
Remarks
The caller of pfnBeginRenderPass must provide all Resources that the user declared. These resources can be one or both of the following:
- Serving as RTVs (Render Target View) or DSVs (Data Source View) within that Render Pass.
- 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.
For more information, see D3D12 Render Passes.
Requirements
Requirement | Value |
---|---|
Minimum supported client | Windows 10, version 1809 |
Header | d3d12umddi.h |