###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_BeginGPUComputePass Begins a compute pass on a command buffer. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c SDL_GPUComputePass* 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); ``` ## Function Parameters | | | | | -------------------------------------------------------------------------------------- | -------------------------------- | ------------------------------------------------------ | | [SDL_GPUCommandBuffer](SDL_GPUCommandBuffer) * | **command_buffer** | a command buffer. | | const [SDL_GPUStorageTextureReadWriteBinding](SDL_GPUStorageTextureReadWriteBinding) * | **storage_texture_bindings** | an array of writeable storage texture binding structs. | | [Uint32](Uint32) | **num_storage_texture_bindings** | the number of storage textures to bind from the array. | | const [SDL_GPUStorageBufferReadWriteBinding](SDL_GPUStorageBufferReadWriteBinding) * | **storage_buffer_bindings** | an array of writeable storage buffer binding structs. | | [Uint32](Uint32) | **num_storage_buffer_bindings** | the number of storage buffers to bind from the array. | ## Return Value ([SDL_GPUComputePass](SDL_GPUComputePass) *) Returns a compute pass handle. ## Remarks 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! ## Version This function is available since SDL 3.1.3. ## See Also - [SDL_EndGPUComputePass](SDL_EndGPUComputePass) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)