# Juliet\src\Graphics\D3D12\D3D12RenderPass ## Source Files - Header: `Juliet\src\Graphics\D3D12\D3D12RenderPass.h` - Source: `Juliet\src\Graphics\D3D12\D3D12RenderPass.cpp` ## AI Description The D3D12RenderPass module bridges the Juliet rendering framework with DirectX 12. It initializes render targets and depth states via BeginRenderPass, manages pipeline binding through BindGraphicsPipeline, handles primitive drawing operations, and performs post-render cleanup in EndRenderPass to reset command list resources for reuse. ## Symbols ### Namespace `Juliet::D3D12` #### Functions & Methods - `extern void BeginRenderPass(NonNullPtr commandList, NonNullPtr colorTargetInfos, uint32 colorTargetInfoCount, const DepthStencilTargetInfo* depthStencilTargetInfo)` - `extern void EndRenderPass(NonNullPtr commandList)` - `extern void BindGraphicsPipeline(NonNullPtr commandList, NonNullPtr graphicsPipeline)` - `extern void DrawPrimitives(NonNullPtr commandList, uint32 numVertices, uint32 numInstances, uint32 firstVertex, uint32 firstInstance)` - `void DrawIndexedPrimitives(NonNullPtr commandList, uint32 numIndices, uint32 numInstances, uint32 firstIndex, uint32 vertexOffset, uint32 firstInstance)`