SDL_EndGPURenderPass(3)

πŸ’– SDL_EndGPURenderPass πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS section of the manual, and today's main character is SDL_EndGPURenderPass β€” the little function that says "we're DONE here" to your render pass. ✨


πŸŽ€ NAME πŸŽ€

SDL_EndGPURenderPass</purl> β€” ends the given render pass. that's it, that's the whole job, and she does it flawlessly. πŸ’…


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <SDL3/SDL_gpu.h>

void SDL_EndGPURenderPass(
    SDL_GPURenderPass *render_pass);

look at her. returns void. no notes, no drama, just vibes. 🌸


✨ DESCRIPTION ✨

okay so here's the tea β˜• β€” every bit of graphics state you had bound on that render pass command buffer gets unset. gone. wiped. no cap.

and the render pass handle? bestie, she's invalid now. like, don't touch her, don't look at her, don't call her. she has left the building. πŸ’€


🌈 FUNCTION PARAMETERS 🌈

  • render_pass β€” a render pass handle. 🫢 (and after this call, a former render pass handle, iykyk)

πŸ‘‘ AVAILABILITY πŸ‘‘

this one's been serving since SDL 3.2.0. iconic behavior honestly. ⭐


fr fr, remember: once you end the pass, that handle is toast. reusing it is not the move. πŸ™ˆ

and that's the whole page, bestie!! 🧚 this little writeup lives in the Simple Directmedia Layer manual, version SDL 3.4.18, filed under SDL_EndGPURenderPass(3). mwah, go end some render passes responsibly. πŸ’œπŸŽ€βœ¨

πŸ“¦ where this page comes from