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