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SDL_CreateGPUTexture - Creates a texture object to be used in graphics or compute workflows.

Availability

       This function is available since SDL 3.2.0.

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's 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_NUMBER:  (Direct3D  12  only)  if the texture usage is
       SDL_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.

Function Parameters

device a GPU Context.

       createinfo
              a struct describing the state of the texture to create.

Name

       SDL_CreateGPUTexture - Creates a texture object to be used in graphics or compute workflows.

Return Value

       Returns a texture object on success, or NULL on failure; call SDL_GetError() for more information.

See Also

SDL_UploadToGPUTexture(3),          SDL_DownloadFromGPUTexture(3),          SDL_BindGPUVertexSamplers(3),
       SDL_BindGPUVertexStorageTextures(3),                                      SDL_BindGPUFragmentSamplers(3),
       SDL_BindGPUFragmentStorageTextures(3),    SDL_BindGPUComputeStorageTextures(3),    SDL_BlitGPUTexture(3),
       SDL_ReleaseGPUTexture(3), SDL_GPUTextureSupportsFormat(3)

Simple Directmedia Layer                           SDL 3.2.20                            SDL_CreateGPUTexture(3)

Synopsis

#include<SDL3/SDL_gpu.h>SDL_GPUTexture*SDL_CreateGPUTexture(SDL_GPUDevice*device,constSDL_GPUTextureCreateInfo*createinfo);

See Also