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The SDL_GPUColorTargetInfo structure needs to be zeroed, as otherwise we can end up trying to create a resolve_texture which doesn't exist, causing a rather difficult-to-debug segfault when calling SDL_BlitGPUTexture() with a load op of SDL_GPU_LOADOP_CLEAR. |
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| .. | ||
| d3d11 | ||
| d3d12 | ||
| d3dcommon | ||
| metal | ||
| vulkan | ||
| SDL_gpu.c | ||
| SDL_sysgpu.h | ||