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

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)