SDL_GPUComputePass(3type)

✨ SDL_GPUComputePass ✨

okay bestie, welcome to the SDL3 DATATYPES corner of the manual, where we talk about SDL_GPUComputePass πŸ’– it's an opaque handle representing a compute pass. that's the whole vibe. iykyk.


🌸 NAME 🌸

SDL_GPUComputePass β€” an opaque handle representing a compute pass. literally just a lil handle. no cap.


πŸŽ€ SYNOPSIS πŸŽ€

#include <SDL3/SDL_gpu.h>

typedef struct SDL_GPUComputePass SDL_GPUComputePass;

that's it. that's the whole thing. she's opaque, she's mysterious, she's giving main character energy πŸ¦‹


πŸ’… DESCRIPTION πŸ’…

so here's the tea, and it's important tea: this handle is transient. like, transient transient. the way that you should not hold it, and not reference it, once SDL_EndGPUComputePass has been called. 🫢

⚠️ bestie please. after SDL_EndGPUComputePass runs, that handle is gone gone. don't keep it, don't stash it, don't text it back. referencing it after that point is not the move. πŸ’€

🌈 AVAILABILITY 🌈

this struct has been available since SDL 3.2.0. iconic behavior honestly. πŸ‘‘


πŸ¦‹ SEE ALSO πŸ¦‹


Simple Directmedia Layer β€’ SDL 3.4.18 β€’ SDL_GPUComputePass(3type)

and that's the page, bestie πŸ’œ go forth and compute, but like… responsibly. periodt. βœ¨πŸŽ€

πŸ“¦ where this page comes from