Man page - sdl_creategputexture(3)
Packages contains this manual
Manual
SDL_CreateGPUTexture
NAMEHEADER FILE
SYNOPSIS
DESCRIPTION
FUNCTION PARAMETERS
RETURN VALUE
AVAILABILITY
SEE ALSO
NAME
SDL_CreateGPUTexture - Creates a texture object to be used in graphics or compute workflows.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.h"
SDL_GPUTexture
* SDL_CreateGPUTexture(
SDL_GPUDevice *device,
const SDL_GPUTextureCreateInfo *createinfo);
DESCRIPTION
The contents of this texture are undefined until data is written to the texture.
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 props . These are the supported properties:
•
SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT
:
(Direct3D 12 only) if the texture usage is
SDL_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 is
SDL_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 is
SDL_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 is
SDL_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 is
SDL_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_UINT8
:
(Direct3D 12 only) if the texture usage is
SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET
,
clear the texture to a stencil of this value. Defaults to
zero.
•
SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING
:
a name that can be displayed in debugging tools.
FUNCTION PARAMETERS
|
device |
a GPU Context. |
createinfo
a struct describing the state of the texture to create.
RETURN VALUE
(
SDL_GPUTexture
*) 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
• (3), SDL_UploadToGPUTexture (3), • (3), SDL_DownloadFromGPUTexture (3), • (3), SDL_BindGPUVertexSamplers (3), • (3), SDL_BindGPUVertexStorageTextures (3), • (3), SDL_BindGPUFragmentSamplers (3), • (3), SDL_BindGPUFragmentStorageTextures (3), • (3), SDL_BindGPUComputeStorageTextures (3), • (3), SDL_BlitGPUTexture (3), • (3), SDL_ReleaseGPUTexture (3), • (3), SDL_GPUTextureSupportsFormat (3)