SDL_GPUBlendFactor3type
Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
Usage
#include "SDL3/SDL.h"
typedef enum SDL_GPUBlendFactor { SDL_GPU_BLENDFACTOR_INVALID, SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */ SDL_GPU_BLENDFACTOR_ONE, /**< 1 */ SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */ SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */ SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */ SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */ SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */ SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */ SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */ SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */ SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */ } SDL_GPUBlendFactor;
Header file
Defined in SDL3/SDL_gpu.h
Overview
The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.