voidExecuteCommandLists( [in] UINT NumCommandLists, [in] ID3D12CommandList *const*ppCommandLists ); 參數 [in] NumCommandLists 要執行的命令清單數目。 [in] ppCommandLists 要執行的ID3D12CommandList命令清單陣列。 傳回值 無 備註 從相同執行緒連續 (呼叫ExecuteCommandLists兩次,或) 會保證第一...
void ExecuteCommandLists( [in] UINT NumCommandLists, [in] ID3D12CommandList * const *ppCommandLists ); 参数 [in] NumCommandLists 要执行的命令列表数。 [in] ppCommandLists 要执行的 ID3D12CommandList 命令列表的数组。 返回值 无 备注 从同一线程或不同线程 (连续调用 ExecuteCommandLists 两...
void ExecuteCommandLists( [in] UINT NumCommandLists, [in] ID3D12CommandList * const *ppCommandLists ); 参数 [in] NumCommandLists 要执行的命令列表数。 [in] ppCommandLists 要执行的 ID3D12CommandList 命令列表的数组。 返回值 无 备注 从同一线程或不同线程 (连续调用 ExecuteCommandLists 两次,...
void ExecuteCommandLists( [in] UINT NumCommandLists, [in] ID3D12CommandList * const *ppCommandLists ); 参数 [in] NumCommandLists 要执行的命令列表数。 [in] ppCommandLists 要执行的 ID3D12CommandList 命令列表的数组。 返回值 无 备注 从同一线程或不同线程 (连续调用 ExecuteCommandLists 两次,...
UMD 的PFND3D12DDI_EXECUTECOMMANDLISTS函式會執行應用程式所提交的命令清單陣列。 語法 C++ PFND3D12DDI_EXECUTECOMMANDLISTS Pfnd3d12ddiExecutecommandlists;voidPfnd3d12ddiExecutecommandlists( D3D12DDI_HCOMMANDQUEUE unnamedParam1, UINT Count,constD3D12DDI_HCOMMANDLIST *pCommandLists ){...}...
PFND3D12DDI_EXECUTECOMMANDLISTS Pfnd3d12ddiExecutecommandlists; void Pfnd3d12ddiExecutecommandlists( D3D12DDI_HCOMMANDQUEUE unnamedParam1, UINT Count, const D3D12DDI_HCOMMANDLIST *pCommandLists ) {...} ParametriunnamedParam1[in] Gestire nella coda dei comandi del driver.Count[...
void D3D12HelloTriangle::OnRender() { // Record all the commands we need to render the scene into the command list. PopulateCommandList(); // Execute the command list. ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() }; m_commandQueue->ExecuteCommandLists(_countof(ppCommand...
If you call ExecuteCommandLists twice (A and B). Is A guaranteed to execute all of its commands on the GPU before starting any of the commands from B? The closest thing I can find in the documentation is this, but it doesn't really seem to guarantee A finishes before ...
ID3D12CommandAllocator 接口 ID3D12CommandList 接口 ID3D12CommandQueue 接口 概述 ID3D12CommandQueue::BeginEvent 方法 ID3D12CommandQueue::CopyTileMappings 方法 ID3D12CommandQueue::EndEvent 方法 ID3D12CommandQueue::ExecuteCommandLists 方法 ID3D12CommandQueue::GetClockCalibration 方法 ...
PFND3D12DDI_EXECUTE_VIDEO_EXTENSION_COMMAND_0063 callback function PFND3D12DDI_EXECUTECOMMANDLISTS callback function PFND3D12DDI_FILLDDITTABLE callback function PFND3D12DDI_GET_CPU_DESCRIPTOR_HANDLE_FOR_HEAP_START callback function PFND3D12DDI_GET_DEBUG_ALLOCATION_INFO_0012 callback ...