ID3D12GraphicsCommandList::RSSetScissorRects method

Binds an array of scissor rectangles to the rasterizer stage.

Syntax

void RSSetScissorRects(
  UINT             NumRects,
  const D3D12_RECT *pRects
);

Parameters

NumRects

Type: UINT

The number of scissor rectangles to bind.

pRects

Type: const D3D12_RECT*

An array of scissor rectangles.

Return Value

This method does not return a value.

Remarks

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).

Examples

The D3D12HelloTriangle sample uses ID3D12GraphicsCommandList::RSSetScissorRects as follows:

C++
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;
C++
// 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.
ThrowIfFailed(m_commandAllocator->Reset());

// 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));

ThrowIfFailed(m_commandList->Close());

See Example Code in the D3D12 Reference.

Requirements

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

See Also

ID3D12GraphicsCommandList