// d3d12umddi.h
PFND3D12DDI_BEGIN_RENDER_PASS Pfnd3d12ddiBeginRenderPass;
VOID Pfnd3d12ddiBeginRenderPass(
D3D12DDI_HCOMMANDLIST unnamedParam1,
UINT NumRenderTargets,
const D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets,
const D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil,
D3D12DDIARG_RENDER_PASS_UAV_ACCESS_FLAGS UnorderedAccessViewAccessFlags
)
{...}
View the official Windows Driver Kit DDI referenceNo description available.
This version of the user-mode display driver's (UMD) pfnBeginRenderPass callback function marks the start of a render pass.
unnamedParam1[in] A D3D12DDI_HCOMMANDLIST handle through which to reference the command list.
NumRenderTargets[in/optional] The number of rendering targets that pRenderTargets points to.
pRenderTargets[in/optional] Pointer to a D3D12DDIARG_RENDER_PASS_RENDER_TARGET_DESC structure that describes the render target.
pDepthStencil[in/optional] Pointer to a D3D12DDIARG_RENDER_PASS_DEPTH_STENCIL_DESC structure that describes the render pass depth stencil.
UnorderedAccessViewAccessFlags[in] An unordered access view (UAV), defined by a value in the D3D12DDIARG_RENDER_PASS_UAV_ACCESS_FLAGS enumeration.
For the extended render passes feature, the PFND3D12DDI_BEGIN_RENDER_PASS_0053 function is called instead.
The caller of pfnBeginRenderPass must provide all Resources that the user declared. These resources can be one or both of the following:
The D3D12DDI_RENDER_PASS_BEGINNING_ACCESS_TYPE and D3D12DDI_RENDER_PASS_ENDING_ACCESS_TYPE enumerations must both be provided for all resources when calling this callback.