Provided by: libsdl3-doc_3.2.20+ds-2_all 

NAME
SDL_GPUDepthStencilTargetInfo - A structure specifying the parameters of a depth-stencil target used by a
render pass.
SYNOPSIS
#include <SDL3/SDL_gpu.h>
typedef struct SDL_GPUDepthStencilTargetInfo
{
SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
Uint8 padding1;
Uint8 padding2;
} SDL_GPUDepthStencilTargetInfo;
DESCRIPTION
The load_op field determines what is done with the depth contents of the texture at the beginning of the
render pass.
• LOAD: Loads the depth values currently in the texture.
• CLEAR: Clears the texture to a single depth.
• DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that
every single pixel will be touched in the render pass.
The store_op field determines what is done with the depth results of the render pass.
• STORE: Stores the depth results in the texture.
• DONT_CARE: The driver will do whatever it wants with the depth results. This is often a good option for
depth/stencil textures that don't need to be reused again.
The stencil_load_op field determines what is done with the stencil contents of the texture at the
beginning of the render pass.
• LOAD: Loads the stencil values currently in the texture.
• CLEAR: Clears the stencil values to a single value.
• DONT_CARE: The driver will do whatever it wants with the memory. This is a good option if you know that
every single pixel will be touched in the render pass.
The stencil_store_op field determines what is done with the stencil results of the render pass.
• STORE: Stores the stencil results in the texture.
• DONT_CARE: The driver will do whatever it wants with the stencil results. This is often a good option
for depth/stencil textures that don't need to be reused again.
Note that depth/stencil targets do not support multisample resolves.
AVAILABILITY
This struct is available since SDL 3.2.0.
SEE ALSO
SDL_BeginGPURenderPass(3)
Simple Directmedia Layer SDL 3.2.20 SDL_GPUDepthStencilTargetInfo(3type)