Struct SDL_GPUDepthStencilTargetInfo
#[repr(C)]pub struct SDL_GPUDepthStencilTargetInfo {
pub texture: *mut SDL_GPUTexture,
pub clear_depth: f32,
pub load_op: SDL_GPULoadOp,
pub store_op: SDL_GPUStoreOp,
pub stencil_load_op: SDL_GPULoadOp,
pub stencil_store_op: SDL_GPUStoreOp,
pub cycle: bool,
pub clear_stencil: u8,
pub padding1: u8,
pub padding2: u8,
}
dep_sdl3
only.Expand description
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.
§Availability
This struct is available since SDL 3.2.0.
§See also
Fields§
§texture: *mut SDL_GPUTexture
The texture that will be used as the depth stencil target by the render pass.
clear_depth: f32
The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR
is not used.
load_op: SDL_GPULoadOp
What is done with the depth contents at the beginning of the render pass.
store_op: SDL_GPUStoreOp
What is done with the depth results of the render pass.
stencil_load_op: SDL_GPULoadOp
What is done with the stencil contents at the beginning of the render pass.
stencil_store_op: SDL_GPUStoreOp
What is done with the stencil results of the render pass.
cycle: bool
true cycles the texture if the texture is bound and any load ops are not LOAD
clear_stencil: u8
The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR
is not used.
padding1: u8
§padding2: u8
Trait Implementations§
§impl Clone for SDL_GPUDepthStencilTargetInfo
impl Clone for SDL_GPUDepthStencilTargetInfo
§fn clone(&self) -> SDL_GPUDepthStencilTargetInfo
fn clone(&self) -> SDL_GPUDepthStencilTargetInfo
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl Default for SDL_GPUDepthStencilTargetInfo
impl Default for SDL_GPUDepthStencilTargetInfo
§fn default() -> SDL_GPUDepthStencilTargetInfo
fn default() -> SDL_GPUDepthStencilTargetInfo
Initialize all fields to zero
impl Copy for SDL_GPUDepthStencilTargetInfo
Auto Trait Implementations§
impl Freeze for SDL_GPUDepthStencilTargetInfo
impl RefUnwindSafe for SDL_GPUDepthStencilTargetInfo
impl !Send for SDL_GPUDepthStencilTargetInfo
impl !Sync for SDL_GPUDepthStencilTargetInfo
impl Unpin for SDL_GPUDepthStencilTargetInfo
impl UnwindSafe for SDL_GPUDepthStencilTargetInfo
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