A structure specifying the parameters of a color target used by a render pass.
Defined in <SDL3/SDL_gpu.h>
typedef struct SDL_GPUColorTargetInfo
{/**< The texture that will be used as a color target by a render pass. */
SDL_GPUTexture *texture; /**< The mip level to use as a color target. */
Uint32 mip_level; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
Uint32 layer_or_depth_plane; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
SDL_FColor clear_color; /**< What is done with the contents of the color target at the beginning of the render pass. */
SDL_GPULoadOp load_op; /**< What is done with the results of the render pass. */
SDL_GPUStoreOp store_op; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
SDL_GPUTexture *resolve_texture; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
Uint32 resolve_mip_level; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
Uint32 resolve_layer; bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
Uint8 padding1;
Uint8 padding2; } SDL_GPUColorTargetInfo;
The load_op field determines what is done with the texture at the beginning of the render pass.
The store_op field determines what is done with the color results of the render pass.
This struct is available since SDL 3.1.3