SDL_GPUDepthStencilTargetInfo Struct Reference

`#include <SDL_gpu.h>`

## Data Fields

SDL_GPUTexture * | texture
float | clear_depth
SDL_GPULoadOp | load_op
SDL_GPUStoreOp | store_op
SDL_GPULoadOp | stencil_load_op
SDL_GPUStoreOp | stencil_store_op
bool | cycle
Uint8 | clear_stencil
Uint8 | padding1
Uint8 | padding2

## Detailed Description

A structure specifying the parameters of a depth-stencil target used by a render pass.

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

- LOAD: Loads the depth values currently in the texture.
- CLEAR: Clears the texture to a single depth.
- DONT_CARE: The driver will do whatever it wants with the 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 depth results of the render pass.

- STORE: Stores the depth results in the texture.
- DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for depth/stencil textures that don't need to be reused again.

The stencil_load_op field determines what is done with the stencil contents of the texture at the beginning of the render pass.

- LOAD: Loads the stencil values currently in the texture.
- CLEAR: Clears the stencil values to a single value.
- DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that every single pixel will be touched in the render pass.

The stencil_store_op field determines what is done with the stencil results of the render pass.

- STORE: Stores the stencil results in the texture.
- DONT_CARE: The driver will do whatever it wants with the stencil results. This is often a good option for depth/stencil textures that don't need to be reused again.

Note that depth/stencil targets do not support multisample resolves.

Since
  This struct is available since SDL 3.2.0.

See also
  SDL_BeginGPURenderPass

Definition at line 1977 of file SDL_gpu.h.

## Field Documentation

## clear_depth

float SDL_GPUDepthStencilTargetInfo::clear_depth

The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.

Definition at line 1980 of file SDL_gpu.h.

## clear_stencil

Uint8 SDL_GPUDepthStencilTargetInfo::clear_stencil

The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used.

Definition at line 1986 of file SDL_gpu.h.

## cycle

bool SDL_GPUDepthStencilTargetInfo::cycle

true cycles the texture if the texture is bound and any load ops are not LOAD

Definition at line 1985 of file SDL_gpu.h.

## load_op

SDL_GPULoadOp SDL_GPUDepthStencilTargetInfo::load_op

What is done with the depth contents at the beginning of the render pass.

Definition at line 1981 of file SDL_gpu.h.

## padding1

Uint8 SDL_GPUDepthStencilTargetInfo::padding1

Definition at line 1987 of file SDL_gpu.h.

## padding2

Uint8 SDL_GPUDepthStencilTargetInfo::padding2

Definition at line 1988 of file SDL_gpu.h.

## stencil_load_op

SDL_GPULoadOp SDL_GPUDepthStencilTargetInfo::stencil_load_op

What is done with the stencil contents at the beginning of the render pass.

Definition at line 1983 of file SDL_gpu.h.

## stencil_store_op

SDL_GPUStoreOp SDL_GPUDepthStencilTargetInfo::stencil_store_op

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

Definition at line 1984 of file SDL_gpu.h.

## store_op

SDL_GPUStoreOp SDL_GPUDepthStencilTargetInfo::store_op

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

Definition at line 1982 of file SDL_gpu.h.

## texture

SDL_GPUTexture* SDL_GPUDepthStencilTargetInfo::texture

The texture that will be used as the depth stencil target by the render pass.

Definition at line 1979 of file SDL_gpu.h.

The documentation for this struct was generated from the following file:

- SDL_gpu.h