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SDL_BeginGPURenderPass - Begins a render pass on a command buffer.

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);

See Also