> ## 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.

# ID3D12QueryHeap

> 쿼리 힙을 관리합니다. 쿼리 힙은 인덱스로 참조되는 쿼리 배열을 보유합니다.

쿼리 힙을 관리합니다. 쿼리 힙은 인덱스로 참조되는 쿼리 배열을 보유합니다.

## 설명

자세한 내용은 [쿼리](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/queries)를 참조하세요.

#### 예제

[D3D12PredicationQueries](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 샘플은 다음과 같이 **ID3D12QueryHeap**을 사용합니다:

쿼리 힙과 쿼리 결과 버퍼를 만듭니다.

```cpp theme={null}
// 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_commandAllocators[FrameCount];
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_cbvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12QueryHeap> m_queryHeap;
UINT m_rtvDescriptorSize;
UINT m_cbvSrvDescriptorSize;
UINT m_frameIndex;

// Synchronization objects.
ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValues[FrameCount];
HANDLE m_fenceEvent;

// Asset objects.
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12PipelineState> m_queryState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12Resource> m_vertexBuffer;
ComPtr<ID3D12Resource> m_constantBuffer;
ComPtr<ID3D12Resource> m_depthStencil;
ComPtr<ID3D12Resource> m_queryResult;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;

```

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

```

[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

[핵심 인터페이스](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/direct3d-12-interfaces)

[ID3D12Pageable](/reference/graphics/d3d12/interfaces/id3d12pageable/id3d12pageable_public)


## Related topics

- [EndQuery](/ko/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_endquery_public.md)
- [BeginQuery](/ko/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_beginquery_public.md)
- [D3D12_QUERY_HEAP_DESC](/ko/reference/graphics/d3d12/structs/d3d12_query_heap_desc_public.md)
- [D3D12_QUERY_DATA_PIPELINE_STATISTICS](/ko/reference/graphics/d3d12/structs/d3d12_query_data_pipeline_statistics_public.md)
- [D3D12_QUERY_DATA_SO_STATISTICS](/ko/reference/graphics/d3d12/structs/d3d12_query_data_so_statistics_public.md)
