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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_GPUStoreOp

Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

typedef enum SDL_GPUStoreOp
{
    SDL_GPU_STOREOP_STORE,             /**< The contents generated during the render pass will be written to memory. */
    SDL_GPU_STOREOP_DONT_CARE,         /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
    SDL_GPU_STOREOP_RESOLVE,           /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
    SDL_GPU_STOREOP_RESOLVE_AND_STORE  /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
} SDL_GPUStoreOp;

Version

This enum is available since SDL 3.0.0

See Also


CategoryAPI, CategoryAPIEnum, CategoryGPU


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