mirror of https://github.com/libsdl-org/SDL
Sync SDL3 wiki -> header
This commit is contained in:
parent
9416917353
commit
fd1fcfc951
|
@ -1511,16 +1511,19 @@ typedef struct SDL_GPUComputePipelineCreateInfo
|
|||
* The store_op field determines what is done with the color results of the
|
||||
* render pass.
|
||||
*
|
||||
* - STORE: Stores the results of the render pass in the texture. Not recommended
|
||||
* for multisample textures as it requires significant memory bandwidth.
|
||||
* - STORE: Stores the results of the render pass in the texture. Not
|
||||
* recommended for multisample textures as it requires significant memory
|
||||
* bandwidth.
|
||||
* - DONT_CARE: The driver will do whatever it wants with the texture memory.
|
||||
* This is often a good option for depth/stencil textures.
|
||||
* - RESOLVE: Resolves a multisample texture into resolve_texture, which must have
|
||||
* a sample count of 1. Then the driver may discard the multisample texture memory.
|
||||
* This is the most performant method of resolving a multisample target.
|
||||
* - RESOLVE_AND_STORE: Resolves a multisample texture into the resolve_texture,
|
||||
* which must have a sample count of 1. Then the driver stores the multisample
|
||||
* texture's contents. Not recommended as it requires significant memory bandwidth.
|
||||
* - RESOLVE: Resolves a multisample texture into resolve_texture, which must
|
||||
* have a sample count of 1. Then the driver may discard the multisample
|
||||
* texture memory. This is the most performant method of resolving a
|
||||
* multisample target.
|
||||
* - RESOLVE_AND_STORE: Resolves a multisample texture into the
|
||||
* resolve_texture, which must have a sample count of 1. Then the driver
|
||||
* stores the multisample texture's contents. Not recommended as it requires
|
||||
* significant memory bandwidth.
|
||||
*
|
||||
* \since This struct is available since SDL 3.0.0
|
||||
*
|
||||
|
|
Loading…
Reference in New Issue