Skip to main content

SDL_GPUColorTargetInfo

Struct SDL_GPUColorTargetInfo 

Source
#[repr(C)]
pub struct SDL_GPUColorTargetInfo {
Show 13 fields pub texture: *mut SDL_GPUTexture, pub mip_level: Uint32, pub layer_or_depth_plane: Uint32, pub clear_color: SDL_FColor, pub load_op: SDL_GPULoadOp, pub store_op: SDL_GPUStoreOp, pub resolve_texture: *mut SDL_GPUTexture, pub resolve_mip_level: Uint32, pub resolve_layer: Uint32, pub cycle: bool, pub cycle_resolve_texture: bool, pub padding1: Uint8, pub padding2: Uint8,
}
Expand description

A structure specifying the parameters of a color target used by a render pass.

The load_op field determines what is done with the texture at the beginning of the render pass.

  • LOAD: Loads the data currently in the texture. Not recommended for multisample textures as it requires significant memory bandwidth.
  • CLEAR: Clears the texture to a single color.
  • DONT_CARE: The driver will do whatever it wants with the texture 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 color results of the render pass.

  • STORE: Stores the results of the render pass in the texture. Not recommended for multisample textures as it requires significant memory bandwidth.
  • DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures.
  • RESOLVE: Resolves a multisample texture into resolve_texture, which must have a sample count of 1. Then the driver may discard the multisample texture memory. This is the most performant method of resolving a multisample target.
  • RESOLVE_AND_STORE: Resolves a multisample texture into the resolve_texture, which must have a sample count of 1. Then the driver stores the multisample texture’s contents. Not recommended as it requires significant memory bandwidth.

Available Since: This struct is available since SDL 3.2.0.

See Also: SDL_BeginGPURenderPass See Also: SDL_FColor

Fields§

§texture: *mut SDL_GPUTexture

< The texture that will be used as a color target by a render pass.

§mip_level: Uint32

< The mip level to use as a color target.

§layer_or_depth_plane: Uint32

< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures.

§clear_color: SDL_FColor

< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.

§load_op: SDL_GPULoadOp

< What is done with the contents of the color target at the beginning of the render pass.

§store_op: SDL_GPUStoreOp

< What is done with the results of the render pass.

§resolve_texture: *mut SDL_GPUTexture

< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used.

§resolve_mip_level: Uint32

< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.

§resolve_layer: Uint32

< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.

§cycle: bool

< true cycles the texture if the texture is bound and load_op is not LOAD

§cycle_resolve_texture: bool

< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used.

§padding1: Uint8§padding2: Uint8

Trait Implementations§

Source§

impl Clone for SDL_GPUColorTargetInfo

Source§

fn clone(&self) -> SDL_GPUColorTargetInfo

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for SDL_GPUColorTargetInfo

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl Default for SDL_GPUColorTargetInfo

Source§

fn default() -> Self

Returns the “default value” for a type. Read more
Source§

impl Copy for SDL_GPUColorTargetInfo

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.