> ## 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.

# BeginRenderPass (XBOX Series consoles)

> 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.

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

```cpp theme={null}
void BeginRenderPass(
    UINT NumRenderTargets,
    const D3D12_RENDER_PASS_RENDER_TARGET_DESC  pRenderTargets,
    const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC  pDepthStencil,
    D3D12_RENDER_PASS_FLAGS Flags
)
```

### 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](/reference/graphics/d3d12/structs/d3d12_render_pass_render_target_desc_public), 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](/reference/graphics/d3d12/structs/d3d12_render_pass_depth_stencil_desc_public), 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](/reference/graphics/d3d12/enums/d3d12_render_pass_flags_public). 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](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_endrenderpass_public)

[ID3D12GraphicsCommandList4](/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList4/id3d12graphicscommandlist4)

[Rendering](https://learn.microsoft.com/en-us/windows/win32/direct3d12/rendering)


## Related topics

- [EndRenderPass (XBOX Series consoles)](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist4/methods/id3d12graphicscommandlist4_endrenderpass_public.md)
- [D3D12_RENDER_PASS_FLAGS (XBOX Series consoles)](/reference/graphics/d3d12/enums/d3d12_render_pass_flags_public.md)
- [D3D12_RENDER_PASS_BEGINNING_ACCESS](/reference/graphics/d3d12/structs/d3d12_render_pass_beginning_access_public.md)
- [D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE](/reference/graphics/d3d12/enums/d3d12_render_pass_beginning_access_type_public.md)
- [D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS](/reference/graphics/d3d12/structs/d3d12_render_pass_beginning_access_clear_parameters_public.md)
