> ## 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.

# ID3D12CommandQueue::Signal

> ID3D12CommandQueue::Signal (Direct3D 12 no XBOX) — Atualiza um fence para um valor especificado. Referência da API de gráficos Direct3D 12 para desenvolvimento de jogos para XBOX.

Atualiza um fence para um valor especificado.

## Sintaxe

```cpp theme={null}
HRESULT Signal(
    ID3D12Fence  pFence,
    UINT64 Value
)
```

### Parâmetros

*pFence*\
Tipo: ID3D12Fence \*

Um ponteiro para o objeto [ID3D12Fence](/pt-BR/reference/graphics/d3d12/interfaces/id3d12fence/id3d12fence_public).

*Value*\
Tipo: UINT64

O valor para o qual o fence será definido.

### Valor retornado

Tipo: HRESULT

Este método retorna um dos [Códigos de retorno do Direct3D 12](https://learn.microsoft.com/en-us/windows/win32/direct3d12/d3d12-graphics-reference-returnvalues).

## Comentários

Use este método para definir um valor de fence do lado da GPU. Use [ID3D12Fence::Signal](/pt-BR/reference/graphics/d3d12/interfaces/id3d12fence/methods/id3d12fence_signal_public) para definir um fence do lado da CPU.

#### Exemplos

Adiciona um sinal à fila de comandos, depois aguarda o compute shader concluir a simulação e, por fim, sinaliza e incrementa o valor do fence.

```cpp theme={null}
// Wait for the compute shader to complete the simulation.
UINT64 threadFenceValue = InterlockedIncrement(&m_threadFenceValues[threadIndex]);
ThrowIfFailed(pCommandQueue->Signal(pFence, threadFenceValue));
ThrowIfFailed(pFence->SetEventOnCompletion(threadFenceValue, m_threadFenceEvents[threadIndex]));
WaitForSingleObject(m_threadFenceEvents[threadIndex], INFINITE);

```

```cpp theme={null}
// Add a signal command to the queue.
ThrowIfFailed(m_commandQueue->Signal(m_renderContextFence.Get(), m_renderContextFenceValue));

```

```cpp theme={null}
// Signal and increment the fence value.
ThrowIfFailed(m_commandQueue->Signal(m_renderContextFence.Get(), m_renderContextFenceValue));
m_renderContextFenceValue++;

```

Consulte o [Código de exemplo na referência do D3D12](https://learn.microsoft.com/en-us/windows/win32/direct3d12/notes-on-example-code).

## Requisitos

**Cabeçalho:** d3d12\_xs.h ou d3d12\_x.h\
**Biblioteca:** d3d12\_xs.lib ou d3d12\_x.lib\
**Plataformas compatíveis**: consoles XBOX Series e família XBOX One

## Confira também

[ID3D12CommandQueue](/pt-BR/reference/graphics/d3d12_xs/interfaces/ID3D12CommandQueue/id3d12commandqueue_xs)

[Sincronização de vários mecanismos](https://learn.microsoft.com/en-us/windows/win32/direct3d12/user-mode-heap-synchronization)


## Related topics

- [ID3D12Fence::Signal](/pt-BR/reference/graphics/d3d12/interfaces/id3d12fence/methods/id3d12fence_signal_public.md)
- [ID3D12CommandQueue::GetDesc](/pt-BR/reference/graphics/d3d12/interfaces/id3d12commandqueue/methods/id3d12commandqueue_getdesc_public.md)
- [D3D12_COMMAND_QUEUE_DESC](/pt-BR/reference/graphics/d3d12/structs/d3d12_command_queue_desc_public.md)
- [D3D12_COMMAND_QUEUE_PRIORITY](/pt-BR/reference/graphics/d3d12/enums/d3d12_command_queue_priority_public.md)
- [D3D12_FEATURE_DATA_COMMAND_QUEUE_PRIORITY](/pt-BR/reference/graphics/d3d12/structs/d3d12_feature_data_command_queue_priority_public.md)
