The ID3D12PipelineState interface represents the state of a pipeline stage. It describes how a shader program should be executed, including the input/output layouts, rasterizer state, and blend states.
This interface is used to create, configure, and execute shaders and other pipeline states. It's a core component of DirectX 12 graphics.
pCommandListing: A pointer to a D3D12_COMMAND_LIST_SIGNATURE structure that describes the command list associated with this state.
pVariableBindings: A pointer to a D3D12_VARIABLE_BINDING_DESCRIPTION array that specifies the bindings of input/output variables to resources.
InputLayouts: An array of D3D12_INPUT_ELEMENT_DESC structures that define the input elements for the shader.
RootSignature: A pointer to a D3D12_ROOT_SIGNATURE structure that defines the root signature.
PrimitiveTopology: Specifies the topology of the primitives that are rendered.
This example demonstrates how to create a ID3D12PipelineState object. Note that actual implementation will vary depending on the target platform and DirectX version.
D3D12_QUERY_RESULT_FRAME_STATISTICS frameStatistics;
D3D12_QUERY_RESULTS_FRAME_STATISTICS queryResults;
// ... (code to obtain D3D12Device) ...
// Create the state object
ID3D12PipelineState* pPipelineState;
// ... (code to create the state object - omitted for brevity) ...
// Now you can use pPipelineState