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)