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# SetDescriptorHeaps

> Changes the currently bound descriptor heaps that are associated with a command list.

Changes the currently bound descriptor heaps that are associated with a command list.

## Syntax

```cpp theme={null}
void SetDescriptorHeaps(
    UINT NumDescriptorHeaps,
     ID3D12DescriptorHeap* ppDescriptorHeaps
)
```

### Parameters

*NumDescriptorHeaps*\
Type: UINT

Number of descriptor heaps to bind.

*ppDescriptorHeaps*\
Type: \[in] **[ID3D12DescriptorHeap](/reference/graphics/d3d12/interfaces/id3d12descriptorheap/id3d12descriptorheap_public)**\*

A pointer to an array of [ID3D12DescriptorHeap](/reference/graphics/d3d12/interfaces/id3d12descriptorheap/id3d12descriptorheap_public) objects for the heaps to set on the command list.

You can only bind descriptor heaps of type [**D3D12\_DESCRIPTOR\_HEAP\_TYPE\_CBV\_SRV\_UAV**](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setdescriptorheaps_public) and [**D3D12\_DESCRIPTOR\_HEAP\_TYPE\_SAMPLER**](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_setdescriptorheaps_public).

Only one descriptor heap of each type can be set at one time, which means a maximum of 2 heaps (one sampler, one CBV/SRV/UAV) can be set at one time.

### Return value

Type: void

None.

## Remarks

**SetDescriptorHeaps** can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to [Creating and Recording Command Lists and Bundles](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/recording-command-lists-and-bundles).

All previously set heaps are unset by the call. At most one heap of each shader-visible type can be set in the call.

Changing descriptor heaps can incur a pipeline flush on some hardware. Because of this, it is recommended to use a single shader-visible heap of each type, and set it once per frame, rather than regularly changing the bound descriptor heaps. Instead, use [**ID3D12Device::CopyDescriptors**](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_copydescriptors_public) and [**ID3D12Device::CopyDescriptorsSimple**](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_copydescriptorssimple_public) to copy the required descriptors from shader-opaque heaps to the single shader-visible heap as required during rendering.

## Examples

The [D3D12Bundles](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) sample uses **ID3D12GraphicsCommandList::SetDescriptorHeaps** as follows:

```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());
}
```

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

[Descriptor Heaps](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/descriptor-heaps)

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


## Related topics

- [ClearUnorderedAccessViewFloat](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewfloat_public.md)
- [ClearUnorderedAccessViewUint](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewuint_public.md)
- [D3D12_DESCRIPTOR_HEAP_DESC](/reference/graphics/d3d12/structs/d3d12_descriptor_heap_desc_public.md)
- [CreateDescriptorHeap](/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createdescriptorheap_public.md)
- [ID3D12DescriptorHeap](/reference/graphics/d3d12/interfaces/id3d12descriptorheap/id3d12descriptorheap_public.md)
