The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.
true cycles the texture if the texture is bound and load_op is not LOAD
true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used.
The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures.
What is done with the contents of the color target at the beginning of the render pass.
The mip level to use as a color target.
The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.
The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.
The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used.
What is done with the results of the render pass.
The texture that will be used as a color target by a render pass.
A structure specifying the parameters of a color target used by a render pass.
The load_op field determines what is done with the texture at the beginning of the render pass.
- LOAD: Loads the data currently in the texture. Not recommended for multisample textures as it requires significant memory bandwidth. - CLEAR: Clears the texture to a single color. - DONT_CARE: The driver will do whatever it wants with the texture 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 color results of the render pass.
- STORE: Stores the results of the render pass in the texture. Not recommended for multisample textures as it requires significant memory bandwidth. - DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures. - RESOLVE: Resolves a multisample texture into resolve_texture, which must have a sample count of 1. Then the driver may discard the multisample texture memory. This is the most performant method of resolving a multisample target. - RESOLVE_AND_STORE: Resolves a multisample texture into the resolve_texture, which must have a sample count of 1. Then the driver stores the multisample texture's contents. Not recommended as it requires significant memory bandwidth.