table of contents
SDL_FlushRenderer(3) | SDL3 FUNCTIONS | SDL_FlushRenderer(3) |
NAME¶
SDL_FlushRenderer - Force the rendering context to flush any pending commands and state.
HEADER FILE¶
Defined in SDL3/SDL_render.h
SYNOPSIS¶
#include "SDL3/SDL.h"
bool SDL_FlushRenderer(SDL_Renderer *renderer);
DESCRIPTION¶
You do not need to (and in fact, shouldn't) call this function unless you are planning to call into OpenGL/Direct3D/Metal/whatever directly, in addition to using an SDL_Renderer .
This is for a very-specific case: if you are using SDL's render API, and you plan to make OpenGL/D3D/whatever calls in addition to SDL render API calls. If this applies, you should call this function between calls to SDL's render API and the low-level API you're using in cooperation.
In all other cases, you can ignore this function.
This call makes SDL flush any pending rendering work it was queueing up to do later in a single batch, and marks any internal cached state as invalid, so it'll prepare all its state again later, from scratch.
This means you do not need to save state in your rendering code to protect the SDL renderer. However, there lots of arbitrary pieces of Direct3D and OpenGL state that can confuse things; you should use your best judgment and be prepared to make changes if specific state needs to be protected.
FUNCTION PARAMETERS¶
- renderer
- the rendering context.
RETURN VALUE¶
Returns true on success or false on failure; call
SDL_GetError () for more information.
THREAD SAFETY¶
You may only call this function from the main thread.
AVAILABILITY¶
This function is available since SDL 3.1.3.
SDL 3.1.6 | Simple Directmedia Layer |