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TSdlGpuBlendFactor

Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.

The source color is the value written by the fragment shader. The destination color is the value currently existing in the texture.

Definition

Unit: Neslib.Sdl3.Gpu

type TSdlGpuBlendFactor = (Invalid, Zero, One, SrcColor, OneMinusSrcColor, DstColor, OneMinusDstColor, SrcAlpha, OneMinusSrcAlpha, DstAlpha, OneMinusDstAlpha, ConstantColor, OneMinusConstantColor, SrcAlphaSaturate)

See Also

Enumeration Values

Invalid = SDL_GPU_BLENDFACTOR_INVALID


Zero = SDL_GPU_BLENDFACTOR_ZERO

0


One = SDL_GPU_BLENDFACTOR_ONE

1


SrcColor = SDL_GPU_BLENDFACTOR_SRC_COLOR

Source color


OneMinusSrcColor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR

1 - Source color


DstColor = SDL_GPU_BLENDFACTOR_DST_COLOR

Destination color


OneMinusDstColor = SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR

1 - Destination color


SrcAlpha = SDL_GPU_BLENDFACTOR_SRC_ALPHA

Source alpha


OneMinusSrcAlpha = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA

1 - Source alpha


DstAlpha = SDL_GPU_BLENDFACTOR_DST_ALPHA

Destination alpha


OneMinusDstAlpha = SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA

1 - Destination alpha


ConstantColor = SDL_GPU_BLENDFACTOR_CONSTANT_COLOR

Blend constant


OneMinusConstantColor = SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR

1 - Blend constant


SrcAlphaSaturate = SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE

Min(Source alpha, 1 - Destination alpha)