SDL_ADDVULKANRENDERSEMAPHORES(3)
π SDL_AddVulkanRenderSemaphores
okay bestie, welcome to the SDL_AddVulkanRenderSemaphores(3) page, straight out of the SDL3 function lineup β¨ pull up a chair, we're doing Vulkan sync today and honestly? it's giving choreography π©°
πΈ NAME
SDL_AddVulkanRenderSemaphores β add a set of synchronization semaphores for the current frame. no cap, that's the whole job π
β¨ SYNOPSIS
#include <SDL3/SDL_render.h>
bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
π¦ DESCRIPTION
so here's the vibe: the Vulkan renderer is gonna wait for wait_semaphore before it submits rendering commands, and then it's gonna signal signal_semaphore after the rendering commands for this frame are done. it's a whole "you go first, then I go" moment, very polite, very demure π«Ά
you should call this every single frame that you want semaphore synchronization. like, each frame, bestie, not just when you feel like it.
and here's the tea: the Vulkan renderer may have multiple frames in flight on the GPU at the same time π so you can't just have one semaphore and call it a day β you should have multiple semaphores that are used for synchronization. if you're wondering "how many though??" β querying SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the maximum number of semaphores you'll need. it literally tells you the number, slay π
π FUNCTION PARAMETERS
rendererβ the rendering context. your main character, the whole point of the operation πwait_stage_maskβ theVkPipelineStageFlagsfor the wait. it's the mask, it's in charge of the when πwait_semaphoreβ aVkSempahoreto wait on before rendering the current frame, or0if not needed. (yes that's literally how it's spelled up in here, no notes π)signal_semaphoreβ aVkSempahorethat SDL will signal when rendering for the current frame is complete, or0if not needed. also spellable-with-a-typo, also valid π₯
π RETURN VALUE
returns true on success or false on failure π and if it's a false?? call SDL_GetError() for more information, because the error message is right there waiting for you, don't leave it on read π
β THREAD SAFETY
it is NOT safe to call this function from two threads at once. not even a little bit. keep it to one thread, bestie, this is a monogamous function π
π AVAILABILITY
this function is available since SDL 3.2.0. so if you're on anything older, it's simply not there yet, and that's the vibe check result πΈ
Simple Directmedia Layer made this one, it's tagged SDL 3.4.18, and the manual page itself is SDL_AddVulkanRenderSemaphores(3) π¦ mwah, go sync those semaphores, you're doing amazing sweetie πβ¨
π¦ where this page comes from
- fedora 43: SDL3-devel 3.4.18-1.fc43 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 43: SDL3-devel 3.4.18-1.fc43 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms