table of contents
SDL_BeginGPURenderPass(3) | SDL3 FUNCTIONS | SDL_BeginGPURenderPass(3) |
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 3.1.3.
SEE ALSO¶
•(3), SDL_EndGPURenderPass(3)
SDL 3.1.6 | Simple Directmedia Layer |