> ## 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.

# CreateQueryHeap

> 创建查询堆。查询堆包含查询数组。

创建查询堆。
查询堆包含查询数组。

## 语法

```cpp theme={null}
HRESULT CreateQueryHeap(
    const D3D12_QUERY_HEAP_DESC  pDesc,
    const IID & riid,
    void  ppvHeap
)
```

### 参数

*pDesc \[in]*\
类型：const D3D12\_QUERY\_HEAP\_DESC \*

在 [D3D12\_QUERY\_HEAP\_DESC](/reference/graphics/d3d12/structs/d3d12_query_heap_desc_public) 结构体中指定查询堆。

*riid*\
类型：const IID &

指定唯一标识堆的 REFIID。

*ppvHeap \[out, optional]*\
类型：void \*\*

指定指向堆的指针，该指针将在成功完成方法后返回。
<i>ppvHeap</i> 可以为 NULL，以启用功能测试。
当 <i>ppvHeap</i> 为 NULL 时，不会创建对象，并且当 <i>pDesc</i> 有效时将返回 S\_FALSE。

### 返回值

类型：HRESULT

此方法返回 [Direct3D 12 返回代码](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/d3d12-graphics-reference-returnvalues) 之一。

## 备注

有关详细信息，请参阅 [查询](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/queries)。

#### 示例

[D3D12PredicationQueries](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 示例按以下方式使用 **ID3D12Device::CreateQueryHeap**：

创建查询堆和查询结果缓冲区。

```cpp theme={null}
// Pipeline objects.
D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocators[FrameCount];
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_cbvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12QueryHeap> m_queryHeap;
UINT m_rtvDescriptorSize;
UINT m_cbvSrvDescriptorSize;
UINT m_frameIndex;

// Synchronization objects.
ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValues[FrameCount];
HANDLE m_fenceEvent;

// Asset objects.
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12PipelineState> m_queryState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12Resource> m_vertexBuffer;
ComPtr<ID3D12Resource> m_constantBuffer;
ComPtr<ID3D12Resource> m_depthStencil;
ComPtr<ID3D12Resource> m_queryResult;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;

```

```cpp theme={null}
// Describe and create a heap for occlusion queries.
D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
queryHeapDesc.Count = 1;
queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
ThrowIfFailed(m_device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&m_queryHeap)));

```

请参阅 [D3D12 参考中的示例代码](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code)。

<div class="code" />

## 要求

**头文件：** d3d12\_xs.h 或 d3d12\_x.h\
**库：** d3d12\_xs.lib 或 d3d12\_x.lib\
**支持的平台**：XBOX Series 主机和 XBOX One 系列

## 另请参阅

[ID3D12Device](/reference/graphics/d3d12_x/interfaces/id3d12device/id3d12device)


## Related topics

- [D3D12_QUERY_HEAP_DESC](/zh-CN/reference/graphics/d3d12/structs/d3d12_query_heap_desc_public.md)
- [D3D12_QUERY_DATA_SO_STATISTICS](/zh-CN/reference/graphics/d3d12/structs/d3d12_query_data_so_statistics_public.md)
- [D3D12_QUERY_DATA_PIPELINE_STATISTICS](/zh-CN/reference/graphics/d3d12/structs/d3d12_query_data_pipeline_statistics_public.md)
- [ID3D12QueryHeap](/zh-CN/reference/graphics/d3d12/interfaces/id3d12queryheap/id3d12queryheap_public.md)
- [CreateHeap](/zh-CN/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createheap_public.md)
