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

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)