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

NAME

       SDL_BeginGPUComputePass - Begins a compute pass on a command buffer.

HEADER FILE

       Defined in SDL3/SDL_gpu.h

SYNOPSIS

       #include "SDL3/SDL.h"

       SDL_GPUComputePass * SDL_BeginGPUComputePass(
           SDL_GPUCommandBuffer *command_buffer,
           const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings,
           Uint32 num_storage_texture_bindings,
           const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings,
           Uint32 num_storage_buffer_bindings);

DESCRIPTION

       A  compute pass is defined by a set of texture subresources and buffers that may be written to by compute
       pipelines. These textures and buffers must have been created with the COMPUTE_STORAGE_WRITE  bit  or  the
       COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE    bit.    If    you    do    not    create    a   texture   with
       COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the texture  in  the  compute  pass.  All
       operations  related  to  compute  pipelines  must take place inside of a compute pass. You must not begin
       another compute pass, or a render pass or copy pass before ending the compute pass.

       A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT implicitly  synchronized.  This  means
       you  may  cause data races by both reading and writing a resource region in a compute pass, or by writing
       multiple times to a resource region. If your compute work depends on reading the completed output from  a
       previous dispatch, you MUST end the current compute pass and begin a new one before you can safely access
       the  data.  Otherwise  you  will  receive  unexpected  results. Reading and writing a texture in the same
       compute pass is only supported by specific texture formats. Make sure you check the format support!

FUNCTION PARAMETERS

       command_buffer
              a command buffer.

       storage_texture_bindings
              an array of writeable storage texture binding structs.

       num_storage_texture_bindings
              the number of storage textures to bind from the array.

       storage_buffer_bindings
              an array of writeable storage buffer binding structs.

       num_storage_buffer_bindings
              the number of storage buffers to bind from the array.

RETURN VALUE

       ( SDL_GPUComputePass
        *) Returns a compute pass handle.

AVAILABILITY

       This function is available since SDL 3.2.0.

SEE ALSO

       (3), SDL_EndGPUComputePass(3)

Simple Directmedia Layer                            SDL 3.2.8                         SDL_BeginGPUComputePass(3)