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

# RSSetScissorRects

> Associa uma matriz de retângulos de tesoura ao estágio de rasterizador.

Associa uma matriz de retângulos de tesoura ao estágio de rasterizador.

## Sintaxe

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

### Parâmetros

*NumRects \[in]*\
Tipo: UINT

O número de retângulos de tesoura a serem associados.

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

Uma matriz de retângulos de tesoura.

### Valor retornado

Tipo: void

Nenhum.

## Comentários

Todos os retângulos de tesoura devem ser definidos atomicamente como uma única operação. Todos os retângulos de tesoura não definidos pela chamada são desabilitados.

O retângulo de tesoura a ser usado é determinado pela semântica <code>SV\_ViewportArrayIndex</code> emitida por um sombreador de geometria (consulte a sintaxe de semântica de sombreador). Se um sombreador de geometria não usar a semântica <code>SV\_ViewportArrayIndex</code>, o Direct3D usará o primeiro retângulo de tesoura da matriz.

Cada retângulo de tesoura na matriz corresponde a um visor em uma matriz de visores (consulte [RSSetViewports](/pt-BR/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetviewports_public)).

#### Exemplos

O exemplo [D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) usa **ID3D12GraphicsCommandList::RSSetScissorRects** da seguinte maneira:

```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());

```

Consulte [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

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


## Related topics

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