sdlPushGpuDebugGroup function
Begins a debug group with an arbitary name.
Used for denoting groups of calls when viewing the command buffer callstream in a graphics debugging tool.
Each call to SDL_PushGPUDebugGroup must have a corresponding call to SDL_PopGPUDebugGroup.
On some backends (e.g. Metal), pushing a debug group during a render/blit/compute pass will create a group that is scoped to the native pass rather than the command buffer. For best results, if you push a debug group during a pass, always pop it in the same pass.
\param command_buffer a command buffer. \param name a UTF-8 string constant that names the group.
\since This function is available since SDL 3.1.3.
\sa SDL_PopGPUDebugGroup
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup( SDL_GPUCommandBuffer *command_buffer, const char *name)
Implementation
void sdlPushGpuDebugGroup(
Pointer<SdlGpuCommandBuffer> commandBuffer, String? name) {
final sdlPushGpuDebugGroupLookupFunction = libSdl3.lookupFunction<
Void Function(
Pointer<SdlGpuCommandBuffer> commandBuffer, Pointer<Utf8> name),
void Function(Pointer<SdlGpuCommandBuffer> commandBuffer,
Pointer<Utf8> name)>('SDL_PushGPUDebugGroup');
final namePointer = name != null ? name.toNativeUtf8() : nullptr;
final result = sdlPushGpuDebugGroupLookupFunction(commandBuffer, namePointer);
calloc.free(namePointer);
return result;
}