SDL_GPUBlendOp3type
Specifies the operator 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_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;
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.