ID3D12GraphicsCommandList::RSSetScissorRects method

Binds an array of scissor rectangles to the rasterizer stage.


void RSSetScissorRects(
  UINT             NumRects,
  const D3D12_RECT *pRects



Type: UINT

The number of scissor rectangles to bind.


Type: const D3D12_RECT*

An array of scissor rectangles.

Return Value

This method does not return a value.


All scissor rectangles must be set atomically as one operation. Any scissor rectangles not defined by the call are disabled.

Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.

Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see RSSetViewports).


The D3D12HelloTriangle sample uses ID3D12GraphicsCommandList::RSSetScissorRects as follows:

D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr m_swapChain;
ComPtr m_device;
ComPtr m_renderTargets[FrameCount];
ComPtr m_commandAllocator;
ComPtr m_commandQueue;
ComPtr m_rootSignature;
ComPtr m_rtvHeap;
ComPtr m_pipelineState;
ComPtr m_commandList;
UINT m_rtvDescriptorSize;
// Command list allocators can only be reset when the associated 
// command lists have finished execution on the GPU; apps should use 
// fences to determine GPU execution progress.

// However, when ExecuteCommandList() is called on a particular command // list, that command list can then be reset at any time and must be before // re-recording. ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));

// Set necessary state. m_commandList->SetGraphicsRootSignature(m_rootSignature.Get()); m_commandList->RSSetViewports(1, &m_viewport); m_commandList->RSSetScissorRects(1, &m_scissorRect);

// Indicate that the back buffer will be used as a render target. m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize); m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);

// Record commands. const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f }; m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr); m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView); m_commandList->DrawInstanced(3, 1, 0, 0);

// Indicate that the back buffer will now be used to present. m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));


See Example Code in the D3D12 Reference.


Target Platform Windows
Header d3d12.h
Library D3d12.lib
DLL D3d12.dll

See Also