createTexture abstract method

TextureHandle createTexture(
  1. TextureDescriptor descriptor
)
inherited

A brand-new texture matching descriptor, with the single TextureHandle that will ever stand for it, contents undefined until written.

One creator since 1.0. A RenderTargetDescriptor — the 2D target the pool lends out, sampled, drawn into and copied either way — is what every allocator makes. Any other TextureDescriptor is the general form a GraphicsDevice makes beside it (it was createTextureWithDescriptor): a 2D array, a 3D texture, a cube or a cube array, with TextureDescriptor.mipLevelCount levels and the usages it names, gated by the feature the shape needs — textureArrays, texture3D, cubeTextures, cubeArrayTextures, and textureWrites for the general form itself; a TextureUsage.storage texture needs storageTextures and a format whose support says storage. A device without one throws UnsupportedCapabilityException, and a size past its limits an ArgumentError.

Implementation

TextureHandle createTexture(TextureDescriptor descriptor);