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

NAME

       SDL_GPUStoreOp - Specifies how the contents of a texture attached to a render pass are treated at the end
       of the render pass.

HEADER FILE

       Defined in SDL3/SDL_gpu.h

SYNOPSIS

       #include "SDL3/SDL.h"

       typedef enum SDL_GPUStoreOp
       {
           SDL_GPU_STOREOP_STORE,             /**< The contents generated during the render pass will be written to memory. */
           SDL_GPU_STOREOP_DONT_CARE,         /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */
           SDL_GPU_STOREOP_RESOLVE,           /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */
           SDL_GPU_STOREOP_RESOLVE_AND_STORE  /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */
       } SDL_GPUStoreOp;

AVAILABILITY

       This enum is available since SDL 3.2.0.

SEE ALSO

       (3), SDL_BeginGPURenderPass(3)

Simple Directmedia Layer                            SDL 3.2.8                              SDL_GPUStoreOp(3type)