| SDL_BeginGPURenderPass(3) | SDL3 FUNCTIONS | SDL_BeginGPURenderPass(3) |
SDL_BeginGPURenderPass - Begins a render pass on a command buffer.
Defined in SDL3/SDL_gpu.h
#include "SDL3/SDL.h"
SDL_GPURenderPass * SDL_BeginGPURenderPass(
SDL_GPUCommandBuffer *command_buffer,
const SDL_GPUColorTargetInfo *color_target_infos,
Uint32 num_color_targets,
const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
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.
( SDL_GPURenderPass
*) Returns a render pass handle.
This function is available since SDL 3.2.0.
•(3), SDL_EndGPURenderPass(3)
| SDL 3.2.10 | Simple Directmedia Layer |