Provided by: libsdl3-doc_3.2.8+ds-1_all 

NAME
SDL_GPUBlendOp - Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.h" typedef enum SDL_GPUBlendOp { SDL_GPU_BLENDOP_INVALID, SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */ SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */ SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */ SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */ SDL_GPU_BLENDOP_MAX /**< max(source, destination) */ } SDL_GPUBlendOp;
DESCRIPTION
The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.
AVAILABILITY
This enum is available since SDL 3.2.0.
SEE ALSO
•(3), SDL_CreateGPUGraphicsPipeline(3) Simple Directmedia Layer SDL 3.2.8 SDL_GPUBlendOp(3type)