SDL_GPUBlendFactor

Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.

The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.

Values

ValueMeaning
SDL_GPU_BLENDFACTOR_INVALID
SDL_GPU_BLENDFACTOR_ZERO

0

SDL_GPU_BLENDFACTOR_ONE

1

SDL_GPU_BLENDFACTOR_SRC_COLOR

source color

SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR

1 - source color

SDL_GPU_BLENDFACTOR_DST_COLOR

destination color

SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR

1 - destination color

SDL_GPU_BLENDFACTOR_SRC_ALPHA

source alpha

SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA

1 - source alpha

SDL_GPU_BLENDFACTOR_DST_ALPHA

destination alpha

SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA

1 - destination alpha

SDL_GPU_BLENDFACTOR_CONSTANT_COLOR

blend constant

SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR

1 - blend constant

SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE

min(source alpha, 1 - destination alpha)

See Also

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