ID3D12GraphicsCommandList interface (d3d12.h)

Encapsulates a list of graphics commands for rendering. Includes APIs for instrumenting the command list execution, and for setting and clearing the pipeline state.

Note  The latest version of this interface is ID3D12GraphicsCommandList1 introduced in the Windows 10 Creators Update. Applications targetting Windows 10 Creators Update should use the ID3D12GraphicsCommandList1 interface instead of ID3D12GraphicsCommandList.
 

Inheritance

The ID3D12GraphicsCommandList interface inherits from ID3D12CommandList. ID3D12GraphicsCommandList also has these types of members:

Methods

The ID3D12GraphicsCommandList interface has these methods.

 
ID3D12GraphicsCommandList::BeginEvent

Not intended to be called directly.  Use the PIX event runtime to insert events into a command list.
ID3D12GraphicsCommandList::BeginQuery

Starts a query running.
ID3D12GraphicsCommandList::ClearDepthStencilView

Clears the depth-stencil resource.
ID3D12GraphicsCommandList::ClearRenderTargetView

Sets all the elements in a render target to one value.
ID3D12GraphicsCommandList::ClearState

Resets the state of a direct command list back to the state it was in when the command list was created.
ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat

Sets all the elements in a unordered access view to the specified float values.
ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint

Sets all the elements in a unordered-access view (UAV) to the specified integer values.
ID3D12GraphicsCommandList::Close

Indicates that recording to the command list has finished.
ID3D12GraphicsCommandList::CopyBufferRegion

Copies a region of a buffer from one resource to another.
ID3D12GraphicsCommandList::CopyResource

Copies the entire contents of the source resource to the destination resource.
ID3D12GraphicsCommandList::CopyTextureRegion

This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located within either a buffer resource or a texture resource.
ID3D12GraphicsCommandList::CopyTiles

Copies tiles from buffer to tiled resource or vice versa.
ID3D12GraphicsCommandList::DiscardResource

Discards a resource.
ID3D12GraphicsCommandList::Dispatch

Executes a compute shader on a thread group.
ID3D12GraphicsCommandList::DrawIndexedInstanced

Draws indexed, instanced primitives.
ID3D12GraphicsCommandList::DrawInstanced

Draws non-indexed, instanced primitives.
ID3D12GraphicsCommandList::EndEvent

Not intended to be called directly.  Use the PIX event runtime to insert events into a command list.
ID3D12GraphicsCommandList::EndQuery

Ends a running query.
ID3D12GraphicsCommandList::ExecuteBundle

Executes a bundle.
ID3D12GraphicsCommandList::ExecuteIndirect

Apps perform indirect draws/dispatches using the ExecuteIndirect method.
ID3D12GraphicsCommandList::IASetIndexBuffer

Sets the view for the index buffer.
ID3D12GraphicsCommandList::IASetPrimitiveTopology

Bind information about the primitive type, and data order that describes input data for the input assembler stage.
ID3D12GraphicsCommandList::IASetVertexBuffers

Sets a CPU descriptor handle for the vertex buffers.
ID3D12GraphicsCommandList::OMSetBlendFactor

Sets the blend factor that modulate values for a pixel shader, render target, or both.
ID3D12GraphicsCommandList::OMSetRenderTargets

Sets CPU descriptor handles for the render targets and depth stencil.
ID3D12GraphicsCommandList::OMSetStencilRef

Sets the reference value for depth stencil tests.
ID3D12GraphicsCommandList::Reset

Resets a command list back to its initial state as if a new command list was just created.
ID3D12GraphicsCommandList::ResolveQueryData

Extracts data from a query. ResolveQueryData works with all heap types (default, upload, and readback).  ResolveQueryData works with all heap types (default, upload, and readback). .
ID3D12GraphicsCommandList::ResolveSubresource

Copy a multi-sampled resource into a non-multi-sampled resource.
ID3D12GraphicsCommandList::ResourceBarrier

Notifies the driver that it needs to synchronize multiple accesses to resources.
ID3D12GraphicsCommandList::RSSetScissorRects

Binds an array of scissor rectangles to the rasterizer stage.
ID3D12GraphicsCommandList::RSSetViewports

Bind an array of viewports to the rasterizer stage of the pipeline.
ID3D12GraphicsCommandList::SetComputeRoot32BitConstant

Sets a constant in the compute root signature.
ID3D12GraphicsCommandList::SetComputeRoot32BitConstants

Sets a group of constants in the compute root signature.
ID3D12GraphicsCommandList::SetComputeRootConstantBufferView

Sets a CPU descriptor handle for the constant buffer in the compute root signature.
ID3D12GraphicsCommandList::SetComputeRootDescriptorTable

Sets a descriptor table into the compute root signature.
ID3D12GraphicsCommandList::SetComputeRootShaderResourceView

Sets a CPU descriptor handle for the shader resource in the compute root signature.
ID3D12GraphicsCommandList::SetComputeRootSignature

Sets the layout of the compute root signature.
ID3D12GraphicsCommandList::SetComputeRootUnorderedAccessView

Sets a CPU descriptor handle for the unordered-access-view resource in the compute root signature.
ID3D12GraphicsCommandList::SetDescriptorHeaps

Changes the currently bound descriptor heaps that are associated with a command list.
ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstant

Sets a constant in the graphics root signature.
ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstants

Sets a group of constants in the graphics root signature.
ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView

Sets a CPU descriptor handle for the constant buffer in the graphics root signature.
ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable

Sets a descriptor table into the graphics root signature.
ID3D12GraphicsCommandList::SetGraphicsRootShaderResourceView

Sets a CPU descriptor handle for the shader resource in the graphics root signature.
ID3D12GraphicsCommandList::SetGraphicsRootSignature

Sets the layout of the graphics root signature.
ID3D12GraphicsCommandList::SetGraphicsRootUnorderedAccessView

Sets a CPU descriptor handle for the unordered-access-view resource in the graphics root signature.
ID3D12GraphicsCommandList::SetMarker

Not intended to be called directly.  Use the PIX event runtime to insert events into a command list.
ID3D12GraphicsCommandList::SetPipelineState

Sets all shaders and programs most of the fixed-function state of the graphics processing unit (GPU) pipeline.
ID3D12GraphicsCommandList::SetPredication

Sets a rendering predicate.
ID3D12GraphicsCommandList::SOSetTargets

Sets the stream output buffer views.

Remarks

This interface is new to D3D12, encapsulating much of the functionality of the ID3D11CommandList interface, and including the new functionality described in Rendering.

Examples

The D3D12nBodyGravity sample uses ID3D12GraphicsCommandList as follows:

Declare the pipeline objects.

D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;

Populating command lists.

// Fill the command list with all the render commands and dependent state.
void D3D12nBodyGravity::PopulateCommandList()
{
    // 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_commandAllocators[m_frameIndex]->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_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get()));

    // Set necessary state.
    m_commandList->SetPipelineState(m_pipelineState.Get());
    m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());

    m_commandList->SetGraphicsRootConstantBufferView(RootParameterCB, m_constantBufferGS->GetGPUVirtualAddress() + m_frameIndex * sizeof(ConstantBufferGS));

    ID3D12DescriptorHeap* ppHeaps[] = { m_srvUavHeap.Get() };
    m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);

    m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
    m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
    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, 0.0f, 0.1f, 0.0f };
    m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);

    // Render the particles.
    float viewportHeight = static_cast<float>(static_cast<UINT>(m_viewport.Height) / m_heightInstances);
    float viewportWidth = static_cast<float>(static_cast<UINT>(m_viewport.Width) / m_widthInstances);
    for (UINT n = 0; n < ThreadCount; n++)
    {
        const UINT srvIndex = n + (m_srvIndex[n] == 0 ? SrvParticlePosVelo0 : SrvParticlePosVelo1);

        D3D12_VIEWPORT viewport;
        viewport.TopLeftX = (n % m_widthInstances) * viewportWidth;
        viewport.TopLeftY = (n / m_widthInstances) * viewportHeight;
        viewport.Width = viewportWidth;
        viewport.Height = viewportHeight;
        viewport.MinDepth = D3D12_MIN_DEPTH;
        viewport.MaxDepth = D3D12_MAX_DEPTH;
        m_commandList->RSSetViewports(1, &viewport);

        CD3DX12_GPU_DESCRIPTOR_HANDLE srvHandle(m_srvUavHeap->GetGPUDescriptorHandleForHeapStart(), srvIndex, m_srvUavDescriptorSize);
        m_commandList->SetGraphicsRootDescriptorTable(RootParameterSRV, srvHandle);

        m_commandList->DrawInstanced(ParticleCount, 1, 0, 0);
    }

    m_commandList->RSSetViewports(1, &m_viewport);

    // 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());
}

Refer to the Example Code in the D3D12 Reference.

Requirements

   
Target Platform Windows
Header d3d12.h

See also

Core Interfaces

ID3D12CommandList

ID3D12GraphicsCommandList1