Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
Defined in <SDL3/SDL_gpu.h>
typedef enum SDL_GPUBlendFactor
{
SDL_GPU_BLENDFACTOR_INVALID,/**< 0 */
SDL_GPU_BLENDFACTOR_ZERO, /**< 1 */
SDL_GPU_BLENDFACTOR_ONE, /**< source color */
SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< 1 - source color */
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< destination color */
SDL_GPU_BLENDFACTOR_DST_COLOR, /**< 1 - destination color */
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< source alpha */
SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< 1 - source alpha */
SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< destination alpha */
SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< 1 - destination alpha */
SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< blend constant */
SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< 1 - blend constant */
SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< min(source alpha, 1 - destination alpha) */
SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE } SDL_GPUBlendFactor;
The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.
This enum is available since SDL 3.1.3