#[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.
§Availability
This struct is available since SDL 3.2.0.
§See also
§Notes for sdl3-sys
This struct has padding fields which shouldn’t be accessed directly; use struct update syntax with e.g. ..Default::default() for manual construction.
Fields§
§texture: *mut SDL_GPUTextureThe texture that will be used as a color target by a render pass.
mip_level: Uint32The mip level to use as a color target.
layer_or_depth_plane: Uint32The 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_FColorThe 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_GPULoadOpWhat is done with the contents of the color target at the beginning of the render pass.
store_op: SDL_GPUStoreOpWhat is done with the results of the render pass.
resolve_texture: *mut SDL_GPUTextureThe texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used.
resolve_mip_level: Uint32The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.
resolve_layer: Uint32The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used.
cycle: booltrue cycles the texture if the texture is bound and load_op is not LOAD
cycle_resolve_texture: booltrue cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used.
padding1: Uint8..Default::default()padding2: Uint8..Default::default()Trait 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