SDL_BeginGPURenderPass

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 SDL_GPUCommandBuffer*

a command buffer.

color_target_infos const(SDL_GPUColorTargetInfo)*

an array of texture subresources with corresponding clear values and load/store ops.

num_color_targets Uint32

the number of color targets in the color_target_infos array.

depth_stencil_target_info const(SDL_GPUDepthStencilTargetInfo)*

a texture subresource with corresponding clear value and load/store ops, may be NULL.

Return Value

A render pass handle.

See Also

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