SDL_GPURasterizerState

A structure specifying the parameters of the graphics pipeline rasterizer state.

NOTE: Some backend APIs (D3D11/12) will enable depth clamping even if enable_depth_clip is true. If you rely on this clamp+clip behavior, consider enabling depth clip and then manually clamping depth in your fragment shaders on Metal and Vulkan.

Members

Variables

cull_mode
SDL_GPUCullMode cull_mode;

The facing direction in which triangles will be culled.

depth_bias_clamp
float depth_bias_clamp;

The maximum depth bias of a fragment.

depth_bias_constant_factor
float depth_bias_constant_factor;

A scalar factor controlling the depth value added to each fragment.

depth_bias_slope_factor
float depth_bias_slope_factor;

A scalar factor applied to a fragment's slope in depth calculations.

enable_depth_bias
bool enable_depth_bias;

true to bias fragment depth values.

enable_depth_clip
bool enable_depth_clip;

true to enable depth clip, false to enable depth clamp.

fill_mode
SDL_GPUFillMode fill_mode;

Whether polygons will be filled in or drawn as lines.

front_face
SDL_GPUFrontFace front_face;

The vertex winding that will cause a triangle to be determined as front-facing.

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

See Also

Meta