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SDL_GPUBlendOp - Specifies the operator to be used when pixels in a render target are blended with

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;

See Also