> ## 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.

# ID3D12CommandAllocator::Reset

> 表示要重複使用與命令配置器相關聯的記憶體。

表示要重複使用與命令配置器相關聯的記憶體。

## 語法

```cpp theme={null}
HRESULT Reset(
)
```

### 參數

### 傳回值

類型：HRESULT

如果有正在錄製的命令清單參考此命令配置器，此方法會傳回 **E\_FAIL**。在此情況下，偵錯層也會發出錯誤。
如需其他可能的傳回值，請參閱 [Direct3D 12 傳回碼](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/d3d12-graphics-reference-returnvalues)。

## 備註

應用程式會呼叫 **Reset** 來重複使用與命令配置器相關聯的記憶體。透過這個 **Reset** 呼叫，執行階段和驅動程式會判定圖形處理器 (GPU) 已不再執行任何使用該命令配置器錄製命令的命令清單。

與 [ID3D12GraphicsCommandList::Reset](/zh-TW/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_reset_public) 不同，不建議在命令清單仍在執行時對命令配置器呼叫 **Reset**。

如果偵錯層無法證明沒有任何擱置中的 GPU 參考指向在此配置器中錄製命令的命令清單，就會發出警告。

如果多個執行緒同時 (在同一個配置器物件上) 呼叫 **Reset**，偵錯層會發出錯誤。

#### 範例

[D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 範例使用 **ID3D12CommandAllocator::Reset** 的方式如下：

```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());

```

請參閱 [D3D12 參考中的範例程式碼](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code)。

<div class="code" />

## 需求

**標頭：** d3d12\_xs.h 或 d3d12\_x.h\
**程式庫：** d3d12\_xs.lib 或 d3d12\_x.lib\
**支援的平台**：XBOX Series 主機和 XBOX One 系列主機

## 另請參閱

[ID3D12CommandAllocator](/zh-TW/reference/graphics/d3d12_x/interfaces/ID3D12CommandAllocator/id3d12commandallocator)


## Related topics

- [CreateCommandAllocator](/zh-TW/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createcommandallocator_public.md)
- [CreateCommandList](/zh-TW/reference/graphics/d3d12/interfaces/id3d12device/methods/id3d12device_createcommandlist_public.md)
- [D3D12_DRED_ALLOCATION_TYPE](/zh-TW/reference/graphics/d3d12/enums/d3d12_dred_allocation_type_public.md)
- [ID3D12CommandSignature](/zh-TW/reference/graphics/d3d12/interfaces/id3d12commandsignature/id3d12commandsignature_public.md)
- [ID3D12MetaCommand](/zh-TW/reference/graphics/d3d12/interfaces/id3d12metacommand/id3d12metacommand_public.md)
