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GPU: Allow rendering into depth texture layers and levels
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5 changed files with 28 additions and 22 deletions
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@ -2055,6 +2055,8 @@ typedef struct SDL_GPUColorTargetInfo
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*
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* Note that depth/stencil targets do not support multisample resolves.
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*
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* Due to ABI limitations, depth textures with more than 255 layers are not supported.
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*
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* \since This struct is available since SDL 3.2.0.
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*
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* \sa SDL_BeginGPURenderPass
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@ -2069,8 +2071,8 @@ typedef struct SDL_GPUDepthStencilTargetInfo
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SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
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bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
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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. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 mip_level; /**< The mip level to use as the depth stencil target. */
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Uint8 layer; /**< The layer index to use as the depth stencil target. */
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} SDL_GPUDepthStencilTargetInfo;
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/**
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@ -4492,8 +4494,3 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
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#include <SDL3/SDL_close_code.h>
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#endif /* SDL_gpu_h_ */
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