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