sdlBeginGpuComputePass function

Pointer<SdlGpuComputePass> sdlBeginGpuComputePass(
  1. Pointer<SdlGpuCommandBuffer> commandBuffer,
  2. Pointer<SdlGpuStorageTextureReadWriteBinding> storageTextureBindings,
  3. int numStorageTextureBindings,
  4. Pointer<SdlGpuStorageBufferReadWriteBinding> storageBufferBindings,
  5. int numStorageBufferBindings,
)

Begins a compute pass on a command buffer.

A compute pass is defined by a set of texture subresources and buffers that may be written to by compute pipelines. These textures and buffers must have been created with the COMPUTE_STORAGE_WRITE bit or the COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the texture in the compute pass. All operations related to compute pipelines must take place inside of a compute pass. You must not begin another compute pass, or a render pass or copy pass before ending the compute pass.

A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT implicitly synchronized. This means you may cause data races by both reading and writing a resource region in a compute pass, or by writing multiple times to a resource region. If your compute work depends on reading the completed output from a previous dispatch, you MUST end the current compute pass and begin a new one before you can safely access the data. Otherwise you will receive unexpected results. Reading and writing a texture in the same compute pass is only supported by specific texture formats. Make sure you check the format support!

\param command_buffer a command buffer. \param storage_texture_bindings an array of writeable storage texture binding structs. \param num_storage_texture_bindings the number of storage textures to bind from the array. \param storage_buffer_bindings an array of writeable storage buffer binding structs. \param num_storage_buffer_bindings the number of storage buffers to bind from the array. \returns a compute pass handle.

\since This function is available since SDL 3.1.3.

\sa SDL_EndGPUComputePass

extern SDL_DECLSPEC SDL_GPUComputePass *SDLCALL SDL_BeginGPUComputePass( SDL_GPUCommandBuffer *command_buffer, const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings, Uint32 num_storage_texture_bindings, const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings, Uint32 num_storage_buffer_bindings)

Implementation

Pointer<SdlGpuComputePass> sdlBeginGpuComputePass(
    Pointer<SdlGpuCommandBuffer> commandBuffer,
    Pointer<SdlGpuStorageTextureReadWriteBinding> storageTextureBindings,
    int numStorageTextureBindings,
    Pointer<SdlGpuStorageBufferReadWriteBinding> storageBufferBindings,
    int numStorageBufferBindings) {
  final sdlBeginGpuComputePassLookupFunction = libSdl3.lookupFunction<
      Pointer<SdlGpuComputePass> Function(
          Pointer<SdlGpuCommandBuffer> commandBuffer,
          Pointer<SdlGpuStorageTextureReadWriteBinding> storageTextureBindings,
          Uint32 numStorageTextureBindings,
          Pointer<SdlGpuStorageBufferReadWriteBinding> storageBufferBindings,
          Uint32 numStorageBufferBindings),
      Pointer<SdlGpuComputePass> Function(
          Pointer<SdlGpuCommandBuffer> commandBuffer,
          Pointer<SdlGpuStorageTextureReadWriteBinding> storageTextureBindings,
          int numStorageTextureBindings,
          Pointer<SdlGpuStorageBufferReadWriteBinding> storageBufferBindings,
          int numStorageBufferBindings)>('SDL_BeginGPUComputePass');
  return sdlBeginGpuComputePassLookupFunction(
      commandBuffer,
      storageTextureBindings,
      numStorageTextureBindings,
      storageBufferBindings,
      numStorageBufferBindings);
}