Provided by: libsdl3-doc_3.2.8+ds-1_all 

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 3.2.0.
SEE ALSO
•(3), SDL_EndGPURenderPass(3)
Simple Directmedia Layer SDL 3.2.8 SDL_BeginGPURenderPass(3)