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> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# RSSetScissorRects

> Binds an array of scissor rectangles to the rasterizer stage.

Binds an array of scissor rectangles to the rasterizer stage.

## Syntax

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

### Parameters

*NumRects \[in]*\
Type: UINT

The number of scissor rectangles to bind.

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

An array of scissor rectangles.

### Return value

Type: void

None.

## Remarks

All scissor rectangles must be set atomically as one operation. Any scissor rectangles not defined by the call are disabled.

Which scissor rectangle to use is determined by the <code>SV\_ViewportArrayIndex</code> semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the <code>SV\_ViewportArrayIndex</code> semantic then Direct3D will use the first scissor rectangle in the array.

Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see [RSSetViewports](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetviewports_public)).

#### Examples

The [D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) sample uses **ID3D12GraphicsCommandList::RSSetScissorRects** as follows:

```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());

```

See [Example Code in the D3D12 Reference](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code).

<div class="code" />

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[ID3D12GraphicsCommandList](/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)


## Related topics

- [D3D12_GRAPHICS_STATES](/reference/graphics/d3d12/enums/d3d12_graphics_states_public.md)
- [ClearUnorderedAccessViewFloat](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewfloat_public.md)
- [ClearUnorderedAccessViewUint](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewuint_public.md)
- [ClearState](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearstate_public.md)
- [D3D12_DISCARD_REGION](/reference/graphics/d3d12/structs/d3d12_discard_region_public.md)
