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NAME

       SDL_AddVulkanRenderSemaphores - Add a set of synchronization semaphores for the current frame.

HEADER FILE

       Defined in SDL3/SDL_render.h

SYNOPSIS

       #include "SDL3/SDL.h"

       bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);

DESCRIPTION

       The  Vulkan  renderer  will  wait  for  wait_semaphore  before  submitting  rendering commands and signal
       signal_semaphore after rendering commands are complete for this frame.

       This should be called each frame that you want semaphore synchronization.  The Vulkan renderer  may  have
       multiple  frames  in  flight  on  the  GPU,  so  you  should  have  multiple semaphores that are used for
       synchronization. Querying

       SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER

       will give you the maximum number of semaphores you'll need.

FUNCTION PARAMETERS

       renderer
              the rendering context.

       wait_stage_mask
              the VkPipelineStageFlags for the wait.

       wait_semaphore
              a VkSempahore to wait on before rendering the current frame, or 0 if not needed.

       signal_semaphore
              a VkSempahore that SDL will signal when rendering for the current frame is complete, or 0  if  not
              needed.

RETURN VALUE

       Returns true on success or false on failure; call

       SDL_GetError () for more information.

THREAD SAFETY

       It is NOT safe to call this function from two threads at once.

AVAILABILITY

       This function is available since SDL 3.2.0.

Simple Directmedia Layer                            SDL 3.2.8                   SDL_AddVulkanRenderSemaphores(3)