A structure specifying the parameters of the graphics pipeline rasterizer state.
Defined in <SDL3/SDL_gpu.h>
typedef struct SDL_GPURasterizerState
{/**< Whether polygons will be filled in or drawn as lines. */
SDL_GPUFillMode fill_mode; /**< The facing direction in which triangles will be culled. */
SDL_GPUCullMode cull_mode; /**< The vertex winding that will cause a triangle to be determined as front-facing. */
SDL_GPUFrontFace front_face; float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */
float depth_bias_clamp; /**< The maximum depth bias of a fragment. */
float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */
bool enable_depth_bias; /**< true to bias fragment depth values. */
bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */
Uint8 padding1;
Uint8 padding2; } SDL_GPURasterizerState;
NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if enable_depth_clip is true. If you rely on this clamp+clip behavior, consider enabling depth clip and then manually clamping depth in your fragment shaders on Metal and Vulkan.
This struct is available since SDL 3.1.3