> ## Documentation Index
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> Use this file to discover all available pages before exploring further.

# CreateQueryHeap

> Cria um heap de consultas. Um heap de consultas contém uma matriz de consultas.

Cria um heap de consultas.
Um heap de consultas contém uma matriz de consultas.

## Sintaxe

```cpp theme={null}
HRESULT CreateQueryHeap(
    const D3D12_QUERY_HEAP_DESC  pDesc,
    const IID & riid,
    void  ppvHeap
)
```

### Parâmetros

*pDesc \[in]*\
Tipo: const D3D12\_QUERY\_HEAP\_DESC \*

Especifica o heap de consultas em uma estrutura [D3D12\_QUERY\_HEAP\_DESC](/pt-BR/reference/graphics/d3d12/structs/d3d12_query_heap_desc_public).

*riid*\
Tipo: const IID &

Especifica um REFIID que identifica exclusivamente o heap.

*ppvHeap \[out, optional]*\
Tipo: void \*\*

Especifica um ponteiro para o heap, que será retornado após a conclusão bem-sucedida do método.
<i>ppvHeap</i> pode ser NULL, para permitir o teste de funcionalidades.
Quando <i>ppvHeap</i> é NULL, nenhum objeto será criado e S\_FALSE será retornado quando <i>pDesc</i> for válido.

### Valor retornado

Tipo: HRESULT

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

## Comentários

Consulte [Consultas](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/queries) para obter mais informações.

#### Exemplos

O exemplo [D3D12PredicationQueries](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) usa **ID3D12Device::CreateQueryHeap** da seguinte maneira:

Crie um heap de consultas e um buffer de resultados de consulta.

```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)));

```

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

<div class="code" />

## Requisitos

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

## Confira também

[ID3D12Device](/pt-BR/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device)


## Related topics

- [D3D12_QUERY_HEAP_DESC](/pt-BR/reference/graphics/d3d12/structs/d3d12_query_heap_desc_public.md)
- [D3D12_QUERY_DATA_PIPELINE_STATISTICS](/pt-BR/reference/graphics/d3d12/structs/d3d12_query_data_pipeline_statistics_public.md)
- [D3D12_QUERY_DATA_SO_STATISTICS](/pt-BR/reference/graphics/d3d12/structs/d3d12_query_data_so_statistics_public.md)
- [ID3D12QueryHeap](/pt-BR/reference/graphics/d3d12/interfaces/id3d12queryheap/id3d12queryheap_public.md)
- [CreateHeap](/pt-BR/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createheap_public.md)
