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Marks the beginning of a render pass by binding a set of output resources for the duration of the render pass. These bindings are to one or more render target views (RTVs), and/or to a depth stencil view (DSV).

Syntax

Parameters

NumRenderTargets
Type: UINT
A UINT. The number of render targets being bound. pRenderTargets
Type: const D3D12_RENDER_PASS_RENDER_TARGET_DESC *
A pointer to a constant D3D12_RENDER_PASS_RENDER_TARGET_DESC, which describes bindings (fixed for the duration of the render pass) to one or more render target views (RTVs), as well as their beginning and ending access characteristics. pDepthStencil
Type: const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *
A pointer to a constant D3D12_RENDER_PASS_DEPTH_STENCIL_DESC, which describes a binding (fixed for the duration of the render pass) to a depth stencil view (DSV), as well as its beginning and ending access characteristics. Flags
Type: D3D12_RENDER_PASS_FLAGS
A D3D12_RENDER_PASS_FLAGS. The nature/requirements of the render pass; for example, whether it is a suspending or a resuming render pass, or whether it wants to write to unordered access view(s).

Return value

Type: void None.

Requirements

Header: d3d12_xs.h
Library: d3d12_xs.lib
Supported Platforms: XBOX Series consoles

See Also

EndRenderPass ID3D12GraphicsCommandList4 Rendering
Last modified on August 20, 2026