table of contents
- trixie 3.2.10+ds-1
 - testing 3.2.26+ds-1
 - unstable 3.2.26+ds-2
 - experimental 3.3.2+git20251103~dc5b136+ds-1
 
| SDL_GPUDepthStencilTargetInfo(3type) | SDL3 DATATYPES | SDL_GPUDepthStencilTargetInfo(3type) | 
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¶
| SDL 3.2.10 | Simple Directmedia Layer |