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.