sdlFlushRenderer function
Force the rendering context to flush any pending commands and state.
You do not need to (and in fact, shouldn't) call this function unless you are planning to call into OpenGL/Direct3D/Metal/whatever directly, in addition to using an SDL_Renderer.
This is for a very-specific case: if you are using SDL's render API, and you plan to make OpenGL/D3D/whatever calls in addition to SDL render API calls. If this applies, you should call this function between calls to SDL's render API and the low-level API you're using in cooperation.
In all other cases, you can ignore this function.
This call makes SDL flush any pending rendering work it was queueing up to do later in a single batch, and marks any internal cached state as invalid, so it'll prepare all its state again later, from scratch.
This means you do not need to save state in your rendering code to protect the SDL renderer. However, there lots of arbitrary pieces of Direct3D and OpenGL state that can confuse things; you should use your best judgment and be prepared to make changes if specific state needs to be protected.
\param renderer the rendering context. \returns true on success or false on failure; call SDL_GetError() for more information.
\threadsafety This function should only be called on the main thread.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer)
Implementation
bool sdlFlushRenderer(Pointer<SdlRenderer> renderer) {
final sdlFlushRendererLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlRenderer> renderer),
int Function(Pointer<SdlRenderer> renderer)>('SDL_FlushRenderer');
return sdlFlushRendererLookupFunction(renderer) == 1;
}