> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# GetDescriptorHandleIncrementSize

> Obtient la taille de l'incrément de handle pour le type de tas de descripteurs donné. Cette valeur sert généralement à incrémenter un handle dans un tableau de descripteurs.

Obtient la taille de l'incrément de handle pour le type de tas de descripteurs donné. Cette valeur sert généralement à incrémenter un handle dans un tableau de descripteurs de la bonne quantité.

## Syntaxe

```cpp theme={null}
UINT GetDescriptorHandleIncrementSize(
    D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapType
)
```

### Paramètres

*DescriptorHeapType \[in]*\
Type : D3D12\_DESCRIPTOR\_HEAP\_TYPE

Valeur de type [D3D12\_DESCRIPTOR\_HEAP\_TYPE](/fr-CA/reference/graphics/d3d12/enums/d3d12_descriptor_heap_type_public) qui spécifie le type de tas de descripteurs pour lequel obtenir la taille de l'incrément de handle.

### Valeur de retour

Type : UINT

Retourne la taille de l'incrément de handle pour le type de tas de descripteurs donné, y compris tout remplissage nécessaire.

## Remarques

La taille de descripteur retournée par cette méthode est utilisée comme l'une des entrées des structures d'assistance [CD3DX12\_CPU\_DESCRIPTOR\_HANDLE](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/cd3dx12-cpu-descriptor-handle) et [CD3DX12\_GPU\_DESCRIPTOR\_HANDLE](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/cd3dx12-gpu-descriptor-handle).

#### Exemples

L'exemple [D3D12PredicationQueries](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) utilise **ID3D12Device::GetDescriptorHandleIncrementSize** comme suit :

Créer le tas de descripteurs pour les ressources. La variable <code>m\_rtvDescriptorSize</code> stocke la taille de l'incrément de handle de descripteur de vue de cible de rendu et est utilisée dans la section **Create frame resources** du code.

```cpp theme={null}
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

// Describe and create a depth stencil view (DSV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 1;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

// Describe and create a constant buffer view (CBV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
cbvHeapDesc.NumDescriptors = CbvCountPerFrame * FrameCount;
cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));

// Describe and create a heap for occlusion queries.
D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
queryHeapDesc.Count = 1;
queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
ThrowIfFailed(m_device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&m_queryHeap)));

m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}

// Create frame resources.
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

// Create a RTV and a command allocator for each frame.
for (UINT n = 0; n < FrameCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);

ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
}
}

```

Consultez l'[Exemple de code dans la référence D3D12](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code).

<div class="code" />

## Configuration requise

**En-tête :** d3d12\_xs.h ou d3d12\_x.h\
**Bibliothèque :** d3d12\_xs.lib ou d3d12\_x.lib\
**Plateformes prises en charge :** consoles XBOX Series et famille XBOX One

## Voir aussi

[ID3D12Device](/fr-CA/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device)


## Related topics

- [D3D12_CPU_DESCRIPTOR_HANDLE](/fr-CA/reference/graphics/d3d12/structs/d3d12_cpu_descriptor_handle_public.md)
- [D3D12_GPU_DESCRIPTOR_HANDLE](/fr-CA/reference/graphics/d3d12/structs/d3d12_gpu_descriptor_handle_public.md)
- [D3D12_DESCRIPTOR_HEAP_TYPE](/fr-CA/reference/graphics/d3d12/enums/d3d12_descriptor_heap_type_public.md)
- [GetCPUDescriptorHandleForHeapStart](/fr-CA/reference/graphics/d3d12/interfaces/id3d12descriptorheap/methods/id3d12descriptorheap_getcpudescriptorhandleforheapstart_public.md)
- [GetGPUDescriptorHandleForHeapStart](/fr-CA/reference/graphics/d3d12/interfaces/id3d12descriptorheap/methods/id3d12descriptorheap_getgpudescriptorhandleforheapstart_public.md)
