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 1962 of file SDL_gpu.h.