SDL_GPUBlendOp

Specifies the operator 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_BLENDOP_INVALID
SDL_GPU_BLENDOP_ADD

(source * source_factor) + (destination * destination_factor)

SDL_GPU_BLENDOP_SUBTRACT

(source * source_factor) - (destination * destination_factor)

SDL_GPU_BLENDOP_REVERSE_SUBTRACT

(destination * destination_factor) - (source * source_factor)

SDL_GPU_BLENDOP_MIN

min(source, destination)

SDL_GPU_BLENDOP_MAX

max(source, destination)

See Also

Meta