#[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: Uint8Trait Implementations§
Source§impl Clone for SDL_GPUColorTargetInfo
impl Clone for SDL_GPUColorTargetInfo
Source§fn clone(&self) -> SDL_GPUColorTargetInfo
fn clone(&self) -> SDL_GPUColorTargetInfo
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more