SDL_GPUDepthStencilTargetInfo

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.

Members

Variables

clear_depth
float 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.

clear_stencil
Uint8 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.

cycle
bool cycle;

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

load_op
SDL_GPULoadOp load_op;

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

padding1
Uint8 padding1;
Undocumented in source.
padding2
Uint8 padding2;
Undocumented in source.
stencil_load_op
SDL_GPULoadOp stencil_load_op;

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

stencil_store_op
SDL_GPUStoreOp stencil_store_op;

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

store_op
SDL_GPUStoreOp store_op;

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

texture
SDL_GPUTexture* texture;

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

See Also

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