logo
Free, unlimited AI code reviews that run on commit
git-lrc git-lrc GitHub Install Now We'd appreciate a star git-lrc - Free, unlimited AI code reviews that run on commit | Product Hunt git-lrc - Free, unlimited AI code reviews that run on commit | Product Hunt

SDL_GPUDepthStencilTargetInfo - A structure specifying the parameters of a depth-stencil target used by a

Availability

       This struct is available since SDL 3.2.0.

Description

       The  load_op field determines what is done with the depth contents of the texture at the beginning of the
       render pass.

       • LOAD: Loads the depth values currently in the texture.

       • CLEAR: Clears the texture to a single depth.

       • DONT_CARE: The driver will do whatever it wants with the 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 depth results of the render pass.

       • STORE: Stores the depth results in the texture.

       • DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for
       depth/stencil textures that don't need to be reused again.

       The stencil_load_op field determines what is done with  the  stencil  contents  of  the  texture  at  the
       beginning of the render pass.

       • LOAD: Loads the stencil values currently in the texture.

       • CLEAR: Clears the stencil values to a single value.

       • DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that
       every single pixel will be touched in the render pass.

       The stencil_store_op field determines what is done with the stencil results of the render pass.

       • STORE: Stores the stencil results in the texture.

       •  DONT_CARE:  The driver will do whatever it wants with the stencil results. This is often a good option
       for depth/stencil textures that don't need to be reused again.

       Note that depth/stencil targets do not support multisample resolves.

Name

       SDL_GPUDepthStencilTargetInfo - A structure specifying the parameters of a depth-stencil target used by a
       render pass.

See Also

SDL_BeginGPURenderPass(3)

Simple Directmedia Layer                           SDL 3.2.20               SDL_GPUDepthStencilTargetInfo(3type)

Synopsis

#include<SDL3/SDL_gpu.h>typedefstructSDL_GPUDepthStencilTargetInfo{SDL_GPUTexture*texture;/**<Thetexturethatwillbeusedasthedepthstenciltargetbytherenderpass.*/floatclear_depth;/**<Thevaluetoclearthedepthcomponenttoatthebeginningoftherenderpass.IgnoredifSDL_GPU_LOADOP_CLEARisnotused.*/SDL_GPULoadOpload_op;/**<Whatisdonewiththedepthcontentsatthebeginningoftherenderpass.*/SDL_GPUStoreOpstore_op;/**<Whatisdonewiththedepthresultsoftherenderpass.*/SDL_GPULoadOpstencil_load_op;/**<Whatisdonewiththestencilcontentsatthebeginningoftherenderpass.*/SDL_GPUStoreOpstencil_store_op;/**<Whatisdonewiththestencilresultsoftherenderpass.*/boolcycle;/**<truecyclesthetextureifthetextureisboundandanyloadopsarenotLOAD*/Uint8clear_stencil;/**<Thevaluetoclearthestencilcomponenttoatthebeginningoftherenderpass.IgnoredifSDL_GPU_LOADOP_CLEARisnotused.*/Uint8padding1;Uint8padding2;}SDL_GPUDepthStencilTargetInfo;

See Also