SDL_EndGPUComputePass(3)

πŸ’– SDL_EndGPUComputePass πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS corner of the manual, where we're talking about SDL_EndGPUComputePass β€” yes that's the whole name, no notes, she's iconic like that ✨


🌸 NAME 🌸

SDL_EndGPUComputePass β€” ends the current compute pass. that's it. that's the job. and she does it flawlessly πŸ’…


πŸŽ€ SYNOPSIS πŸŽ€

#include <SDL3/SDL_gpu.h>

void SDL_EndGPUComputePass(
    SDL_GPUComputePass *compute_pass);

πŸ¦‹ DESCRIPTION πŸ¦‹

so here's the tea, fr fr: when you call this, all bound compute state on the command buffer is unset. like, gone. cleared. the slate is wiped, the vibe is reset, we move on 🧹✨

and the compute_pass handle you just passed in? it is now invalid. not "kinda sus", not "maybe", β€” invalid. do not touch it. do not pass it anywhere. do not text it back. she's done, she's retired, she's living her best life somewhere else πŸ’€


🌈 FUNCTION PARAMETERS 🌈

  • compute_pass β€” a compute pass handle. that's the one you're ending, bestie. the main character of this whole operation πŸ‘‘

⭐ AVAILABILITY ⭐

this function is available since SDL 3.2.0. so if you're on anything older, no she's not there yet, you gotta update 🫢


πŸ’œ SEE ALSO πŸ’œ

...okay there's genuinely nothing else listed here, and I'm not about to invent options that don't exist. no cap. the page is the page 🌸


lowkey important: once that handle goes invalid, it goes invalid. no takebacks, no do-overs. treat it like a screenshot you sent to the wrong group chat β€” it's out there now πŸ™ˆ

and that's the whole thing, bestie!! this little beauty comes to you from Simple Directmedia Layer, version SDL 3.4.18, and yeah the footer says SDL_EndGPUComputePass(3) because that's literally her name and she's owning it πŸ’–πŸŽ€πŸ¦‹βœ¨ slay, periodt, bye!! πŸ‘‘

πŸ“¦ where this page comes from