###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/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 [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c 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 - [SDL_BeginGPURenderPass](SDL_BeginGPURenderPass) ---- [CategoryAPI](CategoryAPI), [CategoryAPIEnum](CategoryAPIEnum), [CategoryGPU](CategoryGPU)