sdlCreateGpuTexture function

Pointer<SdlGpuTexture> sdlCreateGpuTexture(
  1. Pointer<SdlGpuDevice> device,
  2. Pointer<SdlGpuTextureCreateInfo> createinfo
)

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.

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.

\param device a GPU Context. \param createinfo a struct describing the state of the texture to create. \returns a texture object on success, or NULL on failure; call SDL_GetError() for more information.

\since This function is available since SDL 3.1.3.

\sa SDL_UploadToGPUTexture \sa SDL_DownloadFromGPUTexture \sa SDL_BindGPUVertexSamplers \sa SDL_BindGPUVertexStorageTextures \sa SDL_BindGPUFragmentSamplers \sa SDL_BindGPUFragmentStorageTextures \sa SDL_BindGPUComputeStorageTextures \sa SDL_BlitGPUTexture \sa SDL_ReleaseGPUTexture \sa SDL_GPUTextureSupportsFormat

extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture( SDL_GPUDevice *device, const SDL_GPUTextureCreateInfo *createinfo)

Implementation

Pointer<SdlGpuTexture> sdlCreateGpuTexture(
    Pointer<SdlGpuDevice> device, Pointer<SdlGpuTextureCreateInfo> createinfo) {
  final sdlCreateGpuTextureLookupFunction = libSdl3.lookupFunction<
      Pointer<SdlGpuTexture> Function(Pointer<SdlGpuDevice> device,
          Pointer<SdlGpuTextureCreateInfo> createinfo),
      Pointer<SdlGpuTexture> Function(Pointer<SdlGpuDevice> device,
          Pointer<SdlGpuTextureCreateInfo> createinfo)>('SDL_CreateGPUTexture');
  return sdlCreateGpuTextureLookupFunction(device, createinfo);
}