Provided by: libsdl3-doc_3.2.10+ds-1_all bug

NAME

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

HEADER FILE

       Defined in SDL3/SDL_gpu.h

SYNOPSIS

       #include "SDL3/SDL.h"

       typedef struct SDL_GPUDepthStencilTargetInfo
       {
           SDL_GPUTexture *texture;               /**< The texture that will be used as the depth stencil target by the render pass. */
           float 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. */
           SDL_GPULoadOp load_op;                 /**< What is done with the depth contents at the beginning of the render pass. */
           SDL_GPUStoreOp store_op;               /**< What is done with the depth results of the render pass. */
           SDL_GPULoadOp stencil_load_op;         /**< What is done with the stencil contents at the beginning of the render pass. */
           SDL_GPUStoreOp stencil_store_op;       /**< What is done with the stencil results of the render pass. */
           bool cycle;                        /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
           Uint8 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. */
           Uint8 padding1;
           Uint8 padding2;
       } SDL_GPUDepthStencilTargetInfo;

DESCRIPTION

       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.

AVAILABILITY

       This struct is available since SDL 3.2.0.

SEE ALSO

       (3), SDL_BeginGPURenderPass(3)

Simple Directmedia Layer                           SDL 3.2.10               SDL_GPUDepthStencilTargetInfo(3type)