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Uint32mip_level; /**< The mip level index of the region. */
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Uint32layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
SDL_GPUBlendFactordst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */
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SDL_GPUBlendOpalpha_blend_op; /**< The blend operation for the alpha component. */
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SDL_GPUColorComponentFlagscolor_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */
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boolenable_blend; /**< Whether blending is enabled for the color target. */
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boolenable_color_write_mask; /**< Whether the color write mask is enabled. */
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boolenable_blend; /**< Whether blending is enabled for the color target. */
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boolenable_color_write_mask; /**< Whether the color write mask is enabled. */
SDL_GPUTexture*resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
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Uint32resolve_mip_level; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
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Uint32resolve_layer; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
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boolcycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
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boolcycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
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boolcycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */
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boolcycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
SDL_GPUStoreOpstore_op; /**< What is done with the depth results of the render pass. */
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SDL_GPULoadOpstencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
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SDL_GPUStoreOpstencil_store_op; /**< What is done with the stencil results of the render pass. */
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boolcycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
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boolcycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
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Uint8clear_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. */
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