TSdlGpuDepthStencilTargetInfo
A structure specifying the parameters of a depth-stencil target used by a render pass.
The LoadOp 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.
- DontCare: 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 StoreOp field determines what is done with the depth results of the render pass.
- Store: Stores the depth results in the texture.
- DontCare: 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 StencilLoadOp 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.
- DontCare: 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 StencilStoreOp field determines what is done with the stencil results of the render pass.
- Store: Stores the stencil results in the texture.
- DontCare: 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.
Definition
Unit: Neslib.Sdl3.Gpu
See Also
Properties
Name | Description |
---|---|
ClearDepth | The value to clear the depth component to at the beginning of the render pass. Ignored if TSdlGpuLoadOp.Clear is not used. |
ClearStencil | The value to clear the stencil component to at the beginning of the render pass. Ignored if TSdlGpuLoadOp.Clear is not used. |
Cycle | True cycles the texture if the texture is bound and any load ops are not Load. |
LoadOp | What is done with the depth contents at the beginning of the render pass. |
StencilLoadOp | What is done with the stencil contents at the beginning of the render pass. |
StencilStoreOp | What is done with the stencil results of the render pass. |
StoreOp | What is done with the depth results of the render pass. |
Texture | The texture that will be used as the depth stencil target by the render pass. |
Property Descriptions
ClearDepth
The value to clear the depth component to at the beginning of the render pass. Ignored if TSdlGpuLoadOp.Clear is not used.
property ClearDepth: Single read FHandle.clear_depth write FHandle.clear_depth
Type: Single
ClearStencil
The value to clear the stencil component to at the beginning of the render pass. Ignored if TSdlGpuLoadOp.Clear is not used.
property ClearStencil: Byte read FHandle.clear_stencil write FHandle.clear_stencil
Type: Byte
Cycle
True cycles the texture if the texture is bound and any load ops are not Load.
property Cycle: Boolean read FHandle.cycle write FHandle.cycle
Type: Boolean
LoadOp
What is done with the depth contents at the beginning of the render pass.
property LoadOp: TSdlGpuLoadOp read GetLoadOp write SetLoadOp
Type: TSdlGpuLoadOp
StencilLoadOp
What is done with the stencil contents at the beginning of the render pass.
property StencilLoadOp: TSdlGpuLoadOp read GetStencilLoadOp write SetStencilLoadOp
Type: TSdlGpuLoadOp
StencilStoreOp
What is done with the stencil results of the render pass.
property StencilStoreOp: TSdlGpuStoreOp read GetStencilStoreOp write SetStencilStoreOp
Type: TSdlGpuStoreOp
StoreOp
What is done with the depth results of the render pass.
property StoreOp: TSdlGpuStoreOp read GetStoreOp write SetStoreOp
Type: TSdlGpuStoreOp
Texture
The texture that will be used as the depth stencil target by the render pass.
property Texture: TSdlGpuTexture read GetTexture write SetTexture
Type: TSdlGpuTexture