Syntax
Parameters
ViewGPUHandleInCurrentHeapType: D3D12_GPU_DESCRIPTOR_HANDLE A D3D12_GPU_DESCRIPTOR_HANDLE that references an initialized descriptor for the unordered-access view (UAV) that is to be cleared. This descriptor must be in a shader-visible descriptor heap, which must be set on the command list via SetDescriptorHeaps. ViewCPUHandle
Type: D3D12_CPU_DESCRIPTOR_HANDLE A D3D12_CPU_DESCRIPTOR_HANDLE in a non-shader visible descriptor heap that references an initialized descriptor for the unordered-access view (UAV) that is to be cleared.
This descriptor must not be in a shader-visible descriptor heap. This is to allow drivers that implement the clear as a fixed-function hardware operation (rather than as a dispatch) to efficiently read from the descriptor, as shader-visible heaps may be created in WRITE_BACK memory (similar to D3D12_HEAP_TYPE_UPLOAD heap types), and CPU reads from this type of memory are prohibitively slow.
Type: ID3D12Resource * A pointer to the ID3D12Resource interface that represents the unordered-access-view (UAV) resource to clear. Values
Type: const FLOAT * A 4-component array that containing the values to fill the unordered-access-view resource with. NumRects
Type: UINT The number of rectangles in the array that the pRects parameter specifies. pRects
Type: const D3D12_RECT * An array of D3D12_RECT structures for the rectangles in the resource view to clear. If NULL, ClearUnorderedAccessViewFloat clears the entire resource view.
Return value
Type: void None.Remarks
Runtime validation
For floating-point inputs, the runtime sets denormalized values to 0 (while preserving NANs). If you want to clear the UAV to a specific bit pattern, consider using ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint. Validation failure results in the call to ID3D12GraphicsCommandList::Close returning E_INVALIDARG.Debug layer
The debug layer issues errors if the input values are outside of a normalized range. The debug layer issues an error if the subresources referenced by the view aren’t in the appropriate state. For ClearUnorderedAccessViewFloat, the state must be D3D12_RESOURCE_STATE_UNORDERED_ACCESS.Requirements
Header: d3d12_xs.h or d3d12_x.hLibrary: d3d12_xs.lib or d3d12_x.lib
Supported Platforms: XBOX Series consoles and XBOX One family
