Reference

SDL_GPUStoreOp(3type)

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

NAME

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

HEADER FILE

Defined in SDL3/SDL_gpu.h

SYNOPSIS

#include "SDL3/SDL.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

•(3), SDL_BeginGPURenderPass(3)