> ## 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.

# DrawInstanced

> 繪製非索引的執行個體化基本型別。

繪製非索引的執行個體化基本型別。

## 語法

```cpp theme={null}
void DrawInstanced(
    UINT VertexCountPerInstance,
    UINT InstanceCount,
    UINT StartVertexLocation,
    UINT StartInstanceLocation
)
```

### 參數

*VertexCountPerInstance \[in]*\
類型：UINT

要繪製的頂點數目。

*InstanceCount \[in]*\
類型：UINT

要繪製的執行個體數目。

*StartVertexLocation \[in]*\
類型：UINT

第一個頂點的索引。

*StartInstanceLocation \[in]*\
類型：UINT

從頂點緩衝區讀取個別執行個體資料之前，加到每個索引的值。

### 傳回值

類型：void

無。

## 備註

繪製 API 會將工作提交至轉譯管線。

執行個體化可透過重複使用相同幾何來繪製場景中的多個物件，進而提升效能。執行個體化的一個例子是
以不同的位置和色彩繪製相同的物件。

執行個體化繪製呼叫的頂點資料通常來自繫結至管線的頂點緩衝區。
不過，您也可以從著色器提供頂點資料，該著色器具有以系統值語意 (SV\_InstanceID) 識別的執行個體化資料。

#### 範例

[D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) 範例使用 **ID3D12GraphicsCommandList::DrawInstanced** 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}
void D3D12HelloTriangle::PopulateCommandList()
{
// 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 主機與 XBOX One 系列

## 另請參閱

[ID3D12GraphicsCommandList](/zh-TW/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)


## Related topics

- [D3D12_DRAW_ARGUMENTS](/zh-TW/reference/graphics/d3d12/structs/d3d12_draw_arguments_public.md)
- [DrawIndexedInstanced](/zh-TW/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_drawindexedinstanced_public.md)
- [D3D12_DRAW_INDEXED_ARGUMENTS](/zh-TW/reference/graphics/d3d12/structs/d3d12_draw_indexed_arguments_public.md)
- [XblTournamentGameResult](/zh-TW/reference/live/xsapi-c/multiplayer_c/enums/xbltournamentgameresult.md)
- [ID3D12MetaCommand](/zh-TW/reference/graphics/d3d12/interfaces/id3d12metacommand/id3d12metacommand_public.md)
