Function SDL_BeginGPURenderPass

pub unsafe extern "C" fn SDL_BeginGPURenderPass(
    command_buffer: *mut SDL_GPUCommandBuffer,
    color_target_infos: *const SDL_GPUColorTargetInfo,
    num_color_targets: u32,
    depth_stencil_target_info: *const SDL_GPUDepthStencilTargetInfo,
) -> *mut SDL_GPURenderPass
Available on crate feature dep_sdl3 only.
Expand description

Begins a render pass on a command buffer.

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.

§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

Returns a render pass handle.

§Availability

This function is available since SDL 3.2.0.

§See also