SDL_GPUColorTargetInfo - A structure specifying the parameters of a color target used by a render pass.
Contents
Availability
This struct is available since SDL 3.2.0.
Description
The load_op field determines what is done with the texture at the beginning of the render pass.
• LOAD: Loads the data currently in the texture. Not recommended for multisample textures as it requires
significant memory bandwidth.
• CLEAR: Clears the texture to a single color.
• DONT_CARE: The driver will do whatever it wants with the texture memory. This is a good option if you
know that every single pixel will be touched in the render pass.
The store_op field determines what is done with the color results of the render pass.
• STORE: Stores the results of the render pass in the texture. Not recommended for multisample textures
as it requires significant memory bandwidth.
• DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option
for depth/stencil textures.
• RESOLVE: Resolves a multisample texture into resolve_texture, which must have a sample count of 1. Then
the driver may discard the multisample texture memory. This is the most performant method of resolving a
multisample target.
• RESOLVE_AND_STORE: Resolves a multisample texture into the resolve_texture, which must have a sample
count of 1. Then the driver stores the multisample texture's contents. Not recommended as it requires
significant memory bandwidth.
Name
SDL_GPUColorTargetInfo - A structure specifying the parameters of a color target used by a render pass.
See Also
SDL_BeginGPURenderPass(3) Simple Directmedia Layer SDL 3.2.20 SDL_GPUColorTargetInfo(3type)
Synopsis
#include<SDL3/SDL_gpu.h>typedefstructSDL_GPUColorTargetInfo{SDL_GPUTexture*texture;/**<Thetexturethatwillbeusedasacolortargetbyarenderpass.*/Uint32mip_level;/**<Themipleveltouseasacolortarget.*/Uint32layer_or_depth_plane;/**<Thelayerindexordepthplanetouseasacolortarget.Thisvalueistreatedasalayerindexon2Darrayandcubetextures,andasadepthplaneon3Dtextures.*/SDL_FColorclear_color;/**<Thecolortoclearthecolortargettoatthestartoftherenderpass.IgnoredifSDL_GPU_LOADOP_CLEARisnotused.*/SDL_GPULoadOpload_op;/**<Whatisdonewiththecontentsofthecolortargetatthebeginningoftherenderpass.*/SDL_GPUStoreOpstore_op;/**<Whatisdonewiththeresultsoftherenderpass.*/SDL_GPUTexture*resolve_texture;/**<Thetexturethatwillreceivetheresultsofamultisampleresolveoperation.IgnoredifaRESOLVE*store_opisnotused.*/Uint32resolve_mip_level;/**<Themipleveloftheresolvetexturetousefortheresolveoperation.IgnoredifaRESOLVE*store_opisnotused.*/Uint32resolve_layer;/**<Thelayerindexoftheresolvetexturetousefortheresolveoperation.IgnoredifaRESOLVE*store_opisnotused.*/boolcycle;/**<truecyclesthetextureifthetextureisboundandload_opisnotLOAD*/boolcycle_resolve_texture;/**<truecyclestheresolvetextureiftheresolvetextureisbound.IgnoredifaRESOLVE*store_opisnotused.*/Uint8padding1;Uint8padding2;}SDL_GPUColorTargetInfo;