ID3D12GraphicsCommandList4::BeginRenderPass method (d3d12.h)

Marks the beginning of a render pass by binding a set of output resources for the duration of the render pass. These bindings are to one or more render target views (RTVs), and/or to a depth stencil view (DSV).

Syntax

void BeginRenderPass(
  UINT                                       NumRenderTargets,
  const D3D12_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets,
  const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil,
  D3D12_RENDER_PASS_FLAGS                    Flags
);

Parameters

NumRenderTargets

A UINT. The number of render targets being bound.

pRenderTargets

A pointer to a constant D3D12_RENDER_PASS_RENDER_TARGET_DESC, which describes bindings (fixed for the duration of the render pass) to one or more render target views (RTVs), as well as their beginning and ending access characteristics.

pDepthStencil

A pointer to a constant D3D12_RENDER_PASS_DEPTH_STENCIL_DESC, which describes a binding (fixed for the duration of the render pass) to a depth stencil view (DSV), as well as its beginning and ending access characteristics.

Flags

A D3D12_RENDER_PASS_FLAGS. The nature/requirements of the render pass; for example, whether it is a suspending or a resuming render pass, or whether it wants to write to unordered access view(s).

Return value

None

Requirements

   
Minimum supported client Windows 10, version 1809 [desktop apps only]
Minimum supported server Windows Server 2016 [desktop apps only]
Target Platform Windows
Header d3d12.h
Library D3D12.lib
DLL D3D12.dll

See also

EndRenderPass

ID3D12GraphicsCommandList4

Rendering