SDL_BeginGPUCopyPass(3)

okay so bestie, welcome to SDL_BeginGPUCopyPass(3) β€” yes, that's the page, and it lives in the SDL3 FUNCTIONS manual. she's giving "start a copy pass on a command buffer" and she's very serious about the rules. πŸ’…

🌸 NAME 🌸

SDL_BeginGPUCopyPass β€” begins a copy pass on a command buffer. iconic behavior, no cap. ✨

πŸ¦‹ SYNOPSIS πŸ¦‹

       #include <SDL3/SDL_gpu.h>

       SDL_GPUCopyPass * SDL_BeginGPUCopyPass(
           SDL_GPUCommandBuffer *command_buffer);

πŸ’œ DESCRIPTION πŸ’œ

so here's the tea: every single operation that copies to or from buffers or textures happens inside a copy pass. that's the whole vibe.

warning bestie: you must not begin another copy pass, or a render pass, or a compute pass before you end this copy pass. not even a little. periodt. πŸ’€

πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • command_buffer β€” a command buffer. that's the parameter, she's lowkey simple and highkey essential. 🫢

πŸ‘‘ RETURN VALUE πŸ‘‘

Returns a copy pass handle. that's the whole return, bestie. go off. ✨

🌈 AVAILABILITY 🌈

This function is available since SDL 3.2.0. so she's been around since 3.2.0, serving looks. πŸ’–

πŸ“ SEE ALSO πŸ“


byeeee bestie πŸ’– this page came from Simple Directmedia Layer, version SDL 3.4.18, and the title is SDL_BeginGPUCopyPass(3). the footer didn't print a date, so we're not making one up β€” mystery era, periodt. βœ¨πŸŽ€πŸ¦‹

πŸ“¦ where this page comes from