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.
- Since
- This struct is available since SDL 3.2.0.
- See also
- SDL_BeginGPURenderPass
Definition at line 1903 of file SDL_gpu.h.