# 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>](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 3.2.0.

## See Also

- [SDL_BeginGPURenderPass](SDL_BeginGPURenderPass)

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[CategoryAPI](CategoryAPI), [CategoryAPIEnum](CategoryAPIEnum), [CategoryGPU](CategoryGPU)