Man page - sdl_begingpurenderpass(3)

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Manual

SDL_BeginGPURenderPass

NAME
HEADER FILE
SYNOPSIS
DESCRIPTION
FUNCTION PARAMETERS
RETURN VALUE
AVAILABILITY
SEE ALSO

NAME

SDL_BeginGPURenderPass - Begins a render pass on a command buffer.

HEADER FILE

Defined in SDL3/SDL_gpu.h

SYNOPSIS

#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);

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.

RETURN VALUE

( SDL_GPURenderPass
*) Returns a render pass handle.

AVAILABILITY

This function is available since SDL 3.2.0.

SEE ALSO

(3), SDL_EndGPURenderPass (3)