plucky (3) SDL_GPUBlendFactor.3type.gz

Provided by: libsdl3-doc_3.2.4+ds-2_all bug

NAME

       SDL_GPUBlendFactor  -  Specifies  a blending factor 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_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;

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)