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(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)

SDL_GPUBlendOp

Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

typedef enum SDL_GPUBlendOp
{
    SDL_GPU_BLENDOP_INVALID,
    SDL_GPU_BLENDOP_ADD,               /**< (source * source_factor) + (destination * destination_factor) */
    SDL_GPU_BLENDOP_SUBTRACT,          /**< (source * source_factor) - (destination * destination_factor) */
    SDL_GPU_BLENDOP_REVERSE_SUBTRACT,  /**< (destination * destination_factor) - (source * source_factor) */
    SDL_GPU_BLENDOP_MIN,               /**< min(source, destination) */
    SDL_GPU_BLENDOP_MAX                /**< max(source, destination) */
} SDL_GPUBlendOp;

Remarks

The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.

Version

This enum is available since SDL 3.0.0

See Also


CategoryAPI, CategoryAPIEnum, CategoryGPU


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