A structure specifying the parameters of a depth-stencil target used by a render pass.
Defined in <SDL3/SDL_gpu.h>
typedef struct SDL_GPUDepthStencilTargetInfo
{/**< The texture that will be used as the depth stencil target by the render pass. */
SDL_GPUTexture *texture; float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
/**< What is done with the depth contents at the beginning of the render pass. */
SDL_GPULoadOp load_op; /**< What is done with the depth results of the render pass. */
SDL_GPUStoreOp store_op; /**< What is done with the stencil contents at the beginning of the render pass. */
SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil results of the render pass. */
SDL_GPUStoreOp stencil_store_op; bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
/**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
Uint8 clear_stencil;
Uint8 padding1;
Uint8 padding2; } SDL_GPUDepthStencilTargetInfo;
The load_op field determines what is done with the depth contents of the texture at the beginning of the render pass.
The store_op field determines what is done with the depth results of the render pass.
The stencil_load_op field determines what is done with the stencil contents of the texture at the beginning of the render pass.
The stencil_store_op field determines what is done with the stencil results of the render pass.
Note that depth/stencil targets do not support multisample resolves.
This struct is available since SDL 3.1.3