tiny.gpu.RenderBlendMode
Defined in contract.
How a fragment's color s combines with the target's color d.
API (4)
Fields and members
Public fields and members.
Source
Source: lib/gpu/src/contract.zig:303
zig
/// How a fragment's color `s` combines with the target's color `d`. Each mode applies one equation/// per channel, with `as` the fragment's alpha:/// - `replace`: s./// - `alpha_premultiplied`: s + d·(1 − as), for color and alpha alike./// - `alpha_straight`: color s·as + d·(1 − as), alpha as + ad·(1 − as)./// - `additive`: s + d, for color and alpha alike.////// An 8-bit unorm target stores each result as a byte. A color k/255 written without blending/// lands on byte k on every backend, since interpolation, sampling and the conversion move it by/// far less than half a step. A blend's exact result can fall between two bytes, and Vulkan only/// recommends rounding to nearest when it converts, so a blended byte may differ between/// backends by one step. The CPU backend rounds to nearest.pub const RenderBlendMode = enum(u8) { replace = 0, alpha_premultiplied = 1, alpha_straight = 2, additive = 3,};Source: lib/gpu/src/root.zig:61
zig
pub const RenderBlendMode = contract.RenderBlendMode;Audit
| Definitions | 1 |
|---|---|
| Public names | 2 |
| Members | 4 |
| Version | 26.7.0 |
| Revision | daab053ee433 |