Flint Engine
Modular C++20 2D game engine powered by SDL3
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◆ getRenderPass()

SDL_GPURenderPass * Flint::GPURenderer::getRenderPass ( ) const
inlinenodiscard

Return the current frame's active SDL GPU render pass handle.

Deprecated
During emission (Drawable::emit), no render pass is active because geometry is batched into CPU streams first. Do not query or store this handle during submit/emit passes. Use RenderQueue::custom() to enqueue raw GPU render commands instead.

Definition at line 153 of file renderer.h.