SDL 3.0
SDL_GPUDepthStencilTargetInfo Struct Reference

#include <SDL_gpu.h>

Data Fields

SDL_GPUTexturetexture
 
float clear_depth
 
SDL_GPULoadOp load_op
 
SDL_GPUStoreOp store_op
 
SDL_GPULoadOp stencil_load_op
 
SDL_GPUStoreOp stencil_store_op
 
bool cycle
 
Uint8 clear_stencil
 
Uint8 padding1
 
Uint8 padding2
 

Detailed Description

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

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.

Since
This struct is available since SDL 3.0.0
See also
SDL_BeginGPURenderPass

Definition at line 1745 of file SDL_gpu.h.

Field Documentation

◆ clear_depth

float SDL_GPUDepthStencilTargetInfo::clear_depth

The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.

Definition at line 1748 of file SDL_gpu.h.

◆ clear_stencil

Uint8 SDL_GPUDepthStencilTargetInfo::clear_stencil

The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.

Definition at line 1754 of file SDL_gpu.h.

◆ cycle

bool SDL_GPUDepthStencilTargetInfo::cycle

true cycles the texture if the texture is bound and any load ops are not LOAD

Definition at line 1753 of file SDL_gpu.h.

◆ load_op

SDL_GPULoadOp SDL_GPUDepthStencilTargetInfo::load_op

What is done with the depth contents at the beginning of the render pass.

Definition at line 1749 of file SDL_gpu.h.

◆ padding1

Uint8 SDL_GPUDepthStencilTargetInfo::padding1

Definition at line 1755 of file SDL_gpu.h.

◆ padding2

Uint8 SDL_GPUDepthStencilTargetInfo::padding2

Definition at line 1756 of file SDL_gpu.h.

◆ stencil_load_op

SDL_GPULoadOp SDL_GPUDepthStencilTargetInfo::stencil_load_op

What is done with the stencil contents at the beginning of the render pass.

Definition at line 1751 of file SDL_gpu.h.

◆ stencil_store_op

SDL_GPUStoreOp SDL_GPUDepthStencilTargetInfo::stencil_store_op

What is done with the stencil results of the render pass.

Definition at line 1752 of file SDL_gpu.h.

◆ store_op

SDL_GPUStoreOp SDL_GPUDepthStencilTargetInfo::store_op

What is done with the depth results of the render pass.

Definition at line 1750 of file SDL_gpu.h.

◆ texture

SDL_GPUTexture* SDL_GPUDepthStencilTargetInfo::texture

The texture that will be used as the depth stencil target by the render pass.

Definition at line 1747 of file SDL_gpu.h.


The documentation for this struct was generated from the following file: