A structure specifying the parameters of the graphics pipeline rasterizer state.
Defined in <SDL3/SDL_gpu.h>
typedef struct SDL_GPURasterizerState
{/**< Whether polygons will be filled in or drawn as lines. */
SDL_GPUFillMode fill_mode; /**< The facing direction in which triangles will be culled. */
SDL_GPUCullMode cull_mode; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
SDL_GPUFrontFace front_face; float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
bool enable_depth_bias; /**< true to bias fragment depth values. */
bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
Uint8 padding1;
Uint8 padding2; } SDL_GPURasterizerState;
Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices. For those devices, the fill mode will automatically fall back to FILL.
Also note that the D3D12 driver will enable depth clamping even if enable_depth_clip is true. If you need this clamp+clip behavior, consider enabling depth clip and then manually clamping depth in your fragment shaders on Metal and Vulkan.
This struct is available since SDL 3.2.0.