I am programming a raycasting game using SDL2. When drawing the floor, I need to call SDL_RenderCopy pixelwise. This leads to a bottleneck which drops the framerate below 10
You are calling SDL_RenderCopy() in each frame so 600 * 800 = 480 000 times! It is normal for performance to drop.
You should probably be using texture streaming for this. Basically you will create an SDL_Texture of type SDL_TEXTUREACCESS_STREAMING and then each frame you 'lock' the texture, update the pixels that you require then 'unlock' the texture again. The texture is then rendered in a single SDL_RenderCopy call.
Other than that calling SDL_RenderCopy 480,000 times a frame is always going to kill your framerate.