SDL_GPUStoreOp.3type - Man Page

Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.

Synopsis

#include <SDL3/SDL_gpu.h>

typedef enum SDL_GPUStoreOp
{
    SDL_GPU_STOREOP_STORE,             /**< The contents generated during the render pass will be written to memory. */
    SDL_GPU_STOREOP_DONT_CARE,         /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
    SDL_GPU_STOREOP_RESOLVE,           /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
    SDL_GPU_STOREOP_RESOLVE_AND_STORE  /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
} SDL_GPUStoreOp;

Availability

This enum is available since SDL 3.2.0.

See Also

SDL_BeginGPURenderPass(3)

Info

SDL 3.2.20 Simple Directmedia Layer SDL3 DATATYPES