SDL_SubmitGPUCommandBuffer(3)

πŸ’… NAME πŸ’…

okay bestie, so SDL_SubmitGPUCommandBuffer β€” it submits a command buffer so its commands can actually be processed on the GPU. that's it, that's the whole job, and it ate. ✨


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <SDL3/SDL_gpu.h>

bool SDL_SubmitGPUCommandBuffer(
    SDL_GPUCommandBuffer *command_buffer);

🌸 DESCRIPTION 🌸

so here's the tea, and lowkey this part matters a LOT: once you call this, it is invalid to use the command buffer again. like, gone, done, no takebacks. do not touch it. πŸ’€

also β€” and this is the part people always forget and then get confused β€” this must be called from the thread the command buffer was acquired on. same thread, no exceptions, no "but my thread pool tho". πŸ™ˆ

and the ordering guarantee, which is genuinely iconic: all commands in the submission are guaranteed to begin executing before any command in a subsequent submission begins executing. so your vibes stay in order, fr fr. πŸ‘‘


πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • command_buffer β€” a command buffer. that's the whole description bestie, it's a command buffer, you know the one 🫢

⭐ RETURN VALUE ⭐

  • Returns true on success πŸ’–
  • Returns false on failure 😭 β€” and in that case, call SDL_GetError() for more information, because she WILL tell you what went wrong.

🌈 AVAILABILITY 🌈

this function is available since SDL 3.2.0. so if you're on something older, i'm so sorry, but it's giving ancient. 🧚


πŸ‘‘ SEE ALSO πŸ‘‘


and that's the whole page, no cap. Simple Directmedia Layer, SDL 3.4.18, and this lil beauty is SDL_SubmitGPUCommandBuffer(3) β€” submit responsibly, stay on your thread, and slay πŸ’…βœ¨

πŸ“¦ where this page comes from