SDL_BeginGPURenderPass - Begins a render pass on a command buffer.
Contents
Availability
This function is available since SDL 3.2.0.
Description
A render pass consists of a set of texture subresources (or depth slices in the 3D texture case) which
will be rendered to during the render pass, along with corresponding clear values and load/store
operations. All operations related to graphics pipelines must take place inside of a render pass. A
default viewport and scissor state are automatically set when this is called. You cannot begin another
render pass, or begin a compute pass or copy pass until you have ended the render pass.
Function Parameters
command_buffer
a command buffer.
color_target_infos
an array of texture subresources with corresponding clear values and load/store ops.
num_color_targets
the number of color targets in the color_target_infos array.
depth_stencil_target_info
a texture subresource with corresponding clear value and load/store ops, may be NULL.
Name
SDL_BeginGPURenderPass - Begins a render pass on a command buffer.
Return Value
Returns a render pass handle.
See Also
SDL_EndGPURenderPass(3) Simple Directmedia Layer SDL 3.2.20 SDL_BeginGPURenderPass(3)
Synopsis
#include<SDL3/SDL_gpu.h>SDL_GPURenderPass*SDL_BeginGPURenderPass(SDL_GPUCommandBuffer*command_buffer,constSDL_GPUColorTargetInfo*color_target_infos,Uint32num_color_targets,constSDL_GPUDepthStencilTargetInfo*depth_stencil_target_info);
