SDL_PopGPUDebugGroup(3)

πŸ’– SDL_PopGPUDebugGroup πŸ’–

okay bestie, this page is from SDL3 FUNCTIONS, section 3, and the function is literally SDL_PopGPUDebugGroup. It's giving "end the debug group" energy. No cap. 🫢


✨ NAME ✨

SDL_PopGPUDebugGroup β€” ends the most-recently pushed debug group. That's the whole job. She pops it. Slay. πŸ’…

πŸ“œ SYNOPSIS πŸ“œ

#include <SDL3/SDL_gpu.h>

void SDL_PopGPUDebugGroup(
    SDL_GPUCommandBuffer *command_buffer);

πŸ¦‹ DESCRIPTION πŸ¦‹

On Direct3D 12, using SDL_PopGPUDebugGroup requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable. See here ⟨https://devblogs.microsoft.com/pix/winpixeventruntime/⟩ for instructions on how to obtain it.

bestie if that DLL isn't findable, D3D12 is gonna have a whole moment, so handle it. πŸ™ˆ

πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • command_buffer β€” a command buffer. That's it. That's the parameter. Periodt. πŸ’–

⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0. Iconic behavior. πŸ”₯

πŸ‘‘ SEE ALSO πŸ‘‘


k bye bestie, this was from Simple Directmedia Layer, version SDL 3.4.18, and it's the SDL_PopGPUDebugGroup(3) manual page. Stay iconic. πŸ’…βœ¨

πŸ“¦ where this page comes from