> ## 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.

# SetPredication

> Define um predicado de renderização.

Define um predicado de renderização.

## Sintaxe

```cpp theme={null}
void SetPredication(
    ID3D12Resource  pBuffer,
    UINT64 AlignedBufferOffset,
    D3D12_PREDICATION_OP Operation
)
```

### Parâmetros

*pBuffer \[in, optional]*\
Tipo: ID3D12Resource \*

O buffer, como um [ID3D12Resource](/pt-BR/reference/graphics/d3d12_xs/interfaces/ID3D12Resource/id3d12resource_xs), que deve estar no estado [**D3D12\_RESOURCE\_STATE\_PREDICATION**](/pt-BR/reference/graphics/d3d12_x/enums/d3d12_resource_states) ou [**D3D21\_RESOURCE\_STATE\_INDIRECT\_ARGUMENT**](/pt-BR/reference/graphics/d3d12_x/enums/d3d12_resource_states) (ambos os valores são idênticos e fornecidos como aliases para maior clareza), ou **NULL** para desabilitar a predicação.

*AlignedBufferOffset \[in]*\
Tipo: UINT64

O deslocamento alinhado do buffer, como um UINT64.

*Operation \[in]*\
Tipo: D3D12\_PREDICATION\_OP

Especifica um [D3D12\_PREDICATION\_OP](/pt-BR/reference/graphics/d3d12/enums/d3d12_predication_op_public), como D3D12\_PREDICATION\_OP\_EQUAL\_ZERO ou D3D12\_PREDICATION\_OP\_NOT\_EQUAL\_ZERO.

### Valor retornado

Tipo: void

Nenhum.

## Comentários

Use este método para indicar que os comandos subsequentes de renderização e manipulação de recursos não serão realmente executados se os dados resultantes do predicado forem iguais à operação especificada.

Diferentemente do Direct3D 11, no Direct3D 12 o estado de predicação não é herdado por listas de comandos diretas, e a predicação é sempre respeitada (não há dicas de predicação).
Todas as listas de comandos diretas começam com a predicação desabilitada.
Os pacotes herdam o estado de predicação.
É permitido que o mesmo predicado seja associado várias vezes.

Chamadas de API inválidas farão com que [Close](/pt-BR/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_close_public) retorne um erro,
ou que [ID3D12CommandQueue::ExecuteCommandLists](/pt-BR/reference/graphics/d3d12_x/interfaces/id3d12commandqueue/methods/id3d12commandqueue_executecommandlists) descarte a lista de comandos e remova o dispositivo.

A camada de depuração emitirá erros sempre que a validação do runtime falhar.

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

#### Exemplos

O exemplo [D3D12PredicationQueries](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) usa **ID3D12GraphicsCommandList::SetPredication** da seguinte maneira:

```cpp theme={null}
// Fill the command list with all the render commands and dependent state.
void D3D12PredicationQueries::PopulateCommandList()
{
// 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_commandAllocators[m_frameIndex]->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_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get()));

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

ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.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(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);

// Draw the quads and perform the occlusion query.
{
CD3DX12_GPU_DESCRIPTOR_HANDLE cbvFarQuad(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex * CbvCountPerFrame, m_cbvSrvDescriptorSize);
CD3DX12_GPU_DESCRIPTOR_HANDLE cbvNearQuad(cbvFarQuad, m_cbvSrvDescriptorSize);

m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);

// Draw the far quad conditionally based on the result of the occlusion query
// from the previous frame.
m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
m_commandList->SetPredication(m_queryResult.Get(), 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
m_commandList->DrawInstanced(4, 1, 0, 0);

// Disable predication and always draw the near quad.
m_commandList->SetPredication(nullptr, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
m_commandList->SetGraphicsRootDescriptorTable(0, cbvNearQuad);
m_commandList->DrawInstanced(4, 1, 4, 0);

// Run the occlusion query with the bounding box quad.
m_commandList->SetGraphicsRootDescriptorTable(0, cbvFarQuad);
m_commandList->SetPipelineState(m_queryState.Get());
m_commandList->BeginQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);
m_commandList->DrawInstanced(4, 1, 8, 0);
m_commandList->EndQuery(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0);

// Resolve the occlusion query and store the results in the query result buffer
// to be used on the subsequent frame.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_PREDICATION, D3D12_RESOURCE_STATE_COPY_DEST));
m_commandList->ResolveQueryData(m_queryHeap.Get(), D3D12_QUERY_TYPE_BINARY_OCCLUSION, 0, 1, m_queryResult.Get(), 0);
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_queryResult.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PREDICATION));
}

// 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)

[Passo a passo de consultas de predicação](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/predication-queries)


## Related topics

- [D3D12_PREDICATION_OP](/pt-BR/reference/graphics/d3d12/enums/d3d12_predication_op_public.md)
- [BeginQuery](/pt-BR/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_beginquery_public.md)
- [EndQuery](/pt-BR/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_endquery_public.md)
- [ID3D12QueryHeap](/pt-BR/reference/graphics/d3d12/interfaces/id3d12queryheap/id3d12queryheap_public.md)
- [CreateQueryHeap](/pt-BR/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createqueryheap_public.md)
