> ## 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.

# ClearDepthStencilView

> Limpa o recurso de profundidade/estêncil. (ID3D12GraphicsCommandList.ClearDepthStencilView)

Limpa o recurso de profundidade/estêncil.

## Sintaxe

```cpp theme={null}
void ClearDepthStencilView(
    D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,
    D3D12_CLEAR_FLAGS ClearFlags,
    FLOAT Depth,
    UINT8 Stencil,
    UINT NumRects,
    const D3D12_RECT* pRects
)
```

### Parâmetros

*DepthStencilView \[in]*\
Tipo: D3D12\_CPU\_DESCRIPTOR\_HANDLE

Descreve o identificador de descritor de CPU que representa o início do heap do estêncil de profundidade a ser limpo.

*ClearFlags \[in]*\
Tipo: D3D12\_CLEAR\_FLAGS

Uma combinação de valores de [D3D12\_CLEAR\_FLAGS](/pt-BR/reference/graphics/d3d12/enums/d3d12_clear_flags_public) combinados por meio de uma operação OR bit a bit. O valor resultante identifica o tipo de dados a serem limpos (buffer de profundidade, buffer de estêncil ou ambos).

*Depth \[in]*\
Tipo: FLOAT

Um valor com o qual limpar o buffer de profundidade. Esse valor será limitado entre 0 e 1.

*Stencil \[in]*\
Tipo: UINT8

Um valor com o qual limpar o buffer de estêncil.

*NumRects \[in]*\
Tipo: UINT

O número de retângulos na matriz especificada pelo parâmetro <i>pRects</i>.

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

Uma matriz de estruturas **D3D12\_RECT** para os retângulos na exibição de recurso a serem limpos. Se for **NULL**, **ClearDepthStencilView** limpará toda a exibição de recurso.

### Valor retornado

Tipo: void

Nenhum.

## Comentários

Somente listas de comandos diretas e de pacote dão suporte a esta operação.

**ClearDepthStencilView** pode ser usado para inicializar recursos que compartilham o mesmo alias de memória de heap. Consulte [CreatePlacedResource](/pt-BR/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createplacedresource_public) para obter mais detalhes.

<h3><a id="Runtime_validation" /><a id="runtime_validation" /><a id="RUNTIME_VALIDATION" />Validação do runtime</h3>
Para entradas de ponto flutuante, o runtime definirá valores desnormalizados como 0 (preservando os NANs).

Uma falha de validação fará com que a chamada para [Close](/pt-BR/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_close_public) retorne **E\_INVALIDARG**.

<h3><a id="Debug_layer" /><a id="debug_layer" /><a id="DEBUG_LAYER" />Camada de depuração</h3>
A camada de depuração emitirá erros se as cores de entrada estiverem desnormalizadas.

A camada de depuração emitirá um erro se os sub-recursos referenciados pela exibição não estiverem no estado apropriado.
Para **ClearDepthStencilView**, o estado deve ser [D3D12\_RESOURCE\_STATE\_DEPTH\_WRITE](/pt-BR/reference/graphics/d3d12_x/enums/d3d12_resource_states).

## Exemplos

O exemplo [D3D12Bundles](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) usa **ID3D12GraphicsCommandList::ClearDepthStencilView** da seguinte maneira:

```cpp theme={null}
// Pipeline objects.
D3D12_VIEWPORT m_viewport;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12Resource> m_depthStencil;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature >m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_cbvSrvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12DescriptorHeap> m_samplerHeap;
ComPtr<ID3D12PipelineState> m_pipelineState1;
ComPtr<ID3D12PipelineState> m_pipelineState2;
D3D12_RECT m_scissorRect;
```

```cpp theme={null}
void D3D12Bundles::PopulateCommandList(FrameResource* pFrameResource)
{
// 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_pCurrentFrameResource->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_pCurrentFrameResource->m_commandAllocator.Get(), m_pipelineState1.Get()));

// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());

ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get(), m_samplerHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);

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);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);

// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

if (UseBundles)
{
// Execute the prebuilt bundle.
m_commandList->ExecuteBundle(pFrameResource->m_bundle.Get());
}
else
{
// Populate a new command list.
pFrameResource->PopulateCommandList(m_commandList.Get(), m_pipelineState1.Get(), m_pipelineState2.Get(), m_currentFrameResourceIndex, m_numIndices, &m_indexBufferView,
&m_vertexBufferView, m_cbvSrvHeap.Get(), m_cbvSrvDescriptorSize, m_samplerHeap.Get(), m_rootSignature.Get());
}

// 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());
}
```

O exemplo [D3D12Multithreading](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) usa **ID3D12GraphicsCommandList::ClearDepthStencilView** da seguinte maneira:

```cpp theme={null}
void FrameResource::Init()
{
// Reset the command allocators and lists for the main thread.
for (int i = 0; i < CommandListCount; i++)
{
ThrowIfFailed(m_commandAllocators[i]->Reset());
ThrowIfFailed(m_commandLists[i]->Reset(m_commandAllocators[i].Get(), m_pipelineState.Get()));
}

// Clear the depth stencil buffer in preparation for rendering the shadow map.
m_commandLists[CommandListPre]->ClearDepthStencilView(m_shadowDepthView, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

// Reset the worker command allocators and lists.
for (int i = 0; i < NumContexts; i++)
{
ThrowIfFailed(m_shadowCommandAllocators[i]->Reset());
ThrowIfFailed(m_shadowCommandLists[i]->Reset(m_shadowCommandAllocators[i].Get(), m_pipelineStateShadowMap.Get()));

ThrowIfFailed(m_sceneCommandAllocators[i]->Reset());
ThrowIfFailed(m_sceneCommandLists[i]->Reset(m_sceneCommandAllocators[i].Get(), m_pipelineState.Get()));
}
}
```

```cpp theme={null}
// Assemble the CommandListPre command list.
void D3D12Multithreading::BeginFrame()
{
m_pCurrentFrameResource->Init();

// Indicate that the back buffer will be used as a render target.
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

// Clear the render target and depth stencil.
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListPre]->Close());
}

// Assemble the CommandListMid command list.
void D3D12Multithreading::MidFrame()
{
// Transition our shadow map from the shadow pass to readable in the scene pass.
m_pCurrentFrameResource->SwapBarriers();

ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListMid]->Close());
}
```

Consulte o [Código de exemplo na referência do Direct3D 12](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-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

[ID3D12GraphicsCommandList](/pt-BR/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)


## Related topics

- [D3D12_CLEAR_FLAGS](/pt-BR/reference/graphics/d3d12/enums/d3d12_clear_flags_public.md)
- [D3D12_CLEAR_VALUE](/pt-BR/reference/graphics/d3d12/structs/d3d12_clear_value_public.md)
- [D3D12_CPU_DESCRIPTOR_HANDLE](/pt-BR/reference/graphics/d3d12/structs/d3d12_cpu_descriptor_handle_public.md)
- [CreatePlacedResource](/pt-BR/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createplacedresource_public.md)
- [CreateDepthStencilView](/pt-BR/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createdepthstencilview_public.md)
