SDL_GPUBlendFactor.3type - Man Page
Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
Header File
Defined in SDL3/SDL_gpu.h
Synopsis
#include "SDL3/SDL.h" typedef enum SDL_GPUBlendFactor { SDL_GPU_BLENDFACTOR_INVALID, SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */ SDL_GPU_BLENDFACTOR_ONE, /**< 1 */ SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */ SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */ SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */ SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */ SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */ SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */ SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */ } SDL_GPUBlendFactor;
Description
The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.
Availability
This enum is available since SDL 3.2.0.
See Also
Info
SDL 3.2.2 Simple Directmedia Layer SDL3 DATATYPES