pub unsafe extern "C" fn SDL_CreateGPUTexture(
device: *mut SDL_GPUDevice,
createinfo: *const SDL_GPUTextureCreateInfo,
) -> *mut SDL_GPUTextureExpand description
Creates a texture object to be used in graphics or compute workflows.
The contents of this texture are undefined until data is written to the
texture, either via SDL_UploadToGPUTexture or by performing a render or
compute pass with this texture as a target.
Note that certain combinations of usage flags are invalid. For example, a texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
If you request a sample count higher than the hardware supports, the implementation will automatically fall back to the highest available sample count.
There are optional properties that can be provided through
SDL_GPUTextureCreateInfo’s props. These are the supported properties:
SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT: (Direct3D 12 only) if the texture usage isSDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this red intensity. Defaults to zero.SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT: (Direct3D 12 only) if the texture usage isSDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this green intensity. Defaults to zero.SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT: (Direct3D 12 only) if the texture usage isSDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this blue intensity. Defaults to zero.SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT: (Direct3D 12 only) if the texture usage isSDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this alpha intensity. Defaults to zero.SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT: (Direct3D 12 only) if the texture usage isSDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear the texture to a depth of this value. Defaults to zero.SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER: (Direct3D 12 only) if the texture usage isSDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear the texture to a stencil of this Uint8 value. Defaults to zero.SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING: a name that can be displayed in debugging tools.
§Parameters
device: a GPU Context.createinfo: a struct describing the state of the texture to create.
§Return value
Returns a texture object on success, or NULL on failure; call
SDL_GetError() for more information.
§Availability
This function is available since SDL 3.2.0.
§See also
SDL_UploadToGPUTextureSDL_DownloadFromGPUTextureSDL_BeginGPURenderPassSDL_BeginGPUComputePassSDL_BindGPUVertexSamplersSDL_BindGPUVertexStorageTexturesSDL_BindGPUFragmentSamplersSDL_BindGPUFragmentStorageTexturesSDL_BindGPUComputeStorageTexturesSDL_BlitGPUTextureSDL_ReleaseGPUTextureSDL_GPUTextureSupportsFormat