[−][src]Constant fermium::hints::SDL_HINT_RENDER_BATCHING
pub const SDL_HINT_RENDER_BATCHING: &[u8];
A variable controlling whether the 2D render API is compatible or efficient.
This variable can be set to the following values:
- "0": Don't use batching to make rendering more efficient.
- "1": Use batching, but might cause problems if app makes its own direct OpenGL calls.
Up to SDL 2.0.9, the render API would draw immediately when requested. Now
it batches up draw requests and sends them all to the GPU only when forced
to (during [SDL_RenderPresent
], when changing render targets, by updating
a texture that the batch needs, etc). This is significantly more efficient,
but it can cause problems for apps that expect to render on top of the
render API's output. As such, SDL will disable batching if a specific render
backend is requested (since this might indicate that the app is planning to
use the underlying graphics API directly). This hint can be used to
explicitly request batching in this instance. It is a contract that you will
either never use the underlying graphics API directly, or if you do, you
will call [SDL_RenderFlush
] before you do so any current batch goes to the
GPU before your work begins. Not following this contract will result in
undefined behavior.