> ## 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.

# RSSetScissorRects

> 래스터라이저 단계에 시저 사각형 배열을 바인딩합니다.

래스터라이저 단계에 시저 사각형 배열을 바인딩합니다.

## 구문

```cpp theme={null}
void RSSetScissorRects(
    UINT NumRects,
    const D3D12_RECT  pRects
)
```

### 매개 변수

*NumRects \[in]*\
형식: UINT

바인딩할 시저 사각형 수입니다.

*pRects \[in]*\
형식: const D3D12\_RECT \*

시저 사각형 배열입니다.

### 반환 값

형식: void

없음.

## 설명

모든 시저 사각형은 하나의 작업으로 원자적으로 설정되어야 합니다. 호출에서 정의되지 않은 시저 사각형은 비활성화됩니다.

사용할 시저 사각형은 지오메트리 셰이더의 <code>SV\_ViewportArrayIndex</code> 시맨틱 출력에 의해 결정됩니다(셰이더 시맨틱 구문 참조). 지오메트리 셰이더가 <code>SV\_ViewportArrayIndex</code> 시맨틱을 사용하지 않으면 Direct3D는 배열의 첫 번째 시저 사각형을 사용합니다.

배열의 각 시저 사각형은 뷰포트 배열의 뷰포트에 해당합니다([RSSetViewports](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetviewports_public) 참조).

#### 예제

[D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 샘플은 다음과 같이 **ID3D12GraphicsCommandList::RSSetScissorRects**를 사용합니다:

```cpp theme={null}
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;

```

```cpp theme={null}
// 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());

```

[D3D12 참조의 예제 코드](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code)를 참조하세요.

<div class="code" />

## 요구 사항

**헤더:** d3d12\_xs.h 또는 d3d12\_x.h\
**라이브러리:** d3d12\_xs.lib 또는 d3d12\_x.lib\
**지원 플랫폼**: XBOX Series 콘솔 및 XBOX One 제품군

## 함께 보기

[ID3D12GraphicsCommandList](/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)


## Related topics

- [D3D12_DISCARD_REGION](/ko/reference/graphics/d3d12/structs/d3d12_discard_region_public.md)
- [ClearUnorderedAccessViewFloat](/ko/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewfloat_public.md)
- [ClearUnorderedAccessViewUint](/ko/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewuint_public.md)
- [GameInputTouchState](/ko/reference/input/gameinput/deprecated/structs/gameinputtouchstate.md)
- [D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS](/ko/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_resolve_subresource_parameters_public.md)
