SDL_BeginGPURenderPass(3)

SDL_BeginGPURenderPass3

Begins a render pass on a command buffer.

Usage

#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);

Header file

Defined in SDL3/SDL_gpu.h

Overview

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.

Return value

( SDL_GPURenderPass
*) Returns a render pass handle.

Availability

This function is available since SDL 3.2.0.

From libsdl3-doc 3.2.10+ds-1 in Debian 13 (Trixie). Parsed by carta from the page's man source.