> ## 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.

# RSSetScissorRects

> 将裁剪矩形数组绑定到光栅化器阶段。

将裁剪矩形数组绑定到光栅化器阶段。

## 语法

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

### 参数

*NumRects \[in]*\
类型：UINT

要绑定的裁剪矩形数量。

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

裁剪矩形数组。

### 返回值

类型：void

无。

## 备注

所有裁剪矩形必须作为一个操作原子地设置。调用中未定义的任何裁剪矩形都将被禁用。

使用哪个裁剪矩形由几何着色器输出的 <code>SV\_ViewportArrayIndex</code> 语义确定（请参阅着色器语义语法）。如果几何着色器不使用 <code>SV\_ViewportArrayIndex</code> 语义，则 Direct3D 将使用数组中的第一个裁剪矩形。

数组中的每个裁剪矩形对应视口数组中的一个视口（请参阅 [RSSetViewports](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_rssetviewports_public)）。

#### 示例

[D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 示例按以下方式使用 **ID3D12GraphicsCommandList::RSSetScissorRects**：

```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());

```

请参阅 [Direct3D 12 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

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


## Related topics

- [D3D12_DISCARD_REGION](/zh-CN/reference/graphics/d3d12/structs/d3d12_discard_region_public.md)
- [ClearUnorderedAccessViewFloat](/zh-CN/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewfloat_public.md)
- [ClearUnorderedAccessViewUint](/zh-CN/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_clearunorderedaccessviewuint_public.md)
- [D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_SUBRESOURCE_PARAMETERS](/zh-CN/reference/graphics/d3d12/structs/d3d12_render_pass_ending_access_resolve_subresource_parameters_public.md)
- [GameInputTouchState](/zh-CN/reference/input/gameinput/deprecated/structs/gameinputtouchstate.md)
