SDL_BeginGPURenderPass - Man Page
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)
Referenced By
SDL_GPUColorTargetInfo.3type(3), SDL_GPUDepthStencilTargetInfo.3type(3), SDL_GPULoadOp.3type(3), SDL_GPURenderPass.3type(3), SDL_GPUStoreOp.3type(3).