SDL_GPUBlendOp - Specifies the operator to be used when pixels in a render target are blended with
Contents
Availability
This enum is available since SDL 3.2.0.
Description
The source color is the value written by the fragment shader. The destination color is the value
currently existing in the texture.
Name
SDL_GPUBlendOp - Specifies the operator to be used when pixels in a render target are blended with
existing pixels in the texture.
See Also
SDL_CreateGPUGraphicsPipeline(3) Simple Directmedia Layer SDL 3.2.20 SDL_GPUBlendOp(3type)
Synopsis
#include<SDL3/SDL_gpu.h>typedefenumSDL_GPUBlendOp{SDL_GPU_BLENDOP_INVALID,SDL_GPU_BLENDOP_ADD,/**<(source*source_factor)+(destination*destination_factor)*/SDL_GPU_BLENDOP_SUBTRACT,/**<(source*source_factor)-(destination*destination_factor)*/SDL_GPU_BLENDOP_REVERSE_SUBTRACT,/**<(destination*destination_factor)-(source*source_factor)*/SDL_GPU_BLENDOP_MIN,/**<min(source,destination)*/SDL_GPU_BLENDOP_MAX/**<max(source,destination)*/}SDL_GPUBlendOp;