Documentation IndexFetch the complete documentation index at: /llms.txtUse this file to discover all available pages before exploring further.
Fetch the complete documentation index at: /llms.txt
Use this file to discover all available pages before exploring further.
管理查询堆。查询堆包含一个查询数组,通过索引进行引用。
// 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;
// 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)));
此页面对您有帮助吗?