获取给定类型的描述符堆的句柄增量的大小。 此值通常用于按正确的数量将句柄递增到描述符数组中。
语法
UINT GetDescriptorHandleIncrementSize(
  [in] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapType
);
参数
[in] DescriptorHeapType
D3D12_DESCRIPTOR_HEAP_TYPE类型化值,指定描述符堆的类型以获取句柄增量的大小。
返回值
返回给定类型的描述符堆的句柄增量的大小,包括任何必要的填充。
言论
此方法返回的描述符大小用作帮助程序结构的一个输入,CD3DX12_CPU_DESCRIPTOR_HANDLE 和 CD3DX12_GPU_DESCRIPTOR_HANDLE。
例子
D3D12PredicationQueries 示例使用 ID3D12Device::GetDescriptorHandleIncrementSize,如下所示:
为资源创建描述符堆。 
              m_rtvDescriptorSize 变量存储呈现目标视图描述符句柄增量大小,并在代码 创建帧资源 节中使用。
// Create descriptor heaps.
{
    // Describe and create a render target view (RTV) descriptor heap.
    D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
    rtvHeapDesc.NumDescriptors = FrameCount;
    rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
    rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
    ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
    // Describe and create a depth stencil view (DSV) descriptor heap.
    D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
    dsvHeapDesc.NumDescriptors = 1;
    dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
    dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
    ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));
    // Describe and create a constant buffer view (CBV) descriptor heap.
    D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
    cbvHeapDesc.NumDescriptors = CbvCountPerFrame * FrameCount;
    cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
    cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
    ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
    // 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)));
    m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
    m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
// Create frame resources.
{
    CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
    // Create a RTV and a command allocator for each frame.
    for (UINT n = 0; n < FrameCount; n++)
    {
        ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
        m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
        rtvHandle.Offset(1, m_rtvDescriptorSize);
        ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
    }    
}
请参阅 D3D12 参考 中的示例代码。
要求
| 要求 | 价值 | 
|---|---|
| 目标平台 | 窗户 | 
| 标头 | d3d12.h | 
| 库 | D3D12.lib | 
| DLL | D3D12.dll |