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(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)

SDL_CopyGPUTextureToTexture

Performs a texture-to-texture copy.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

void SDL_CopyGPUTextureToTexture(
    SDL_GPUCopyPass *copy_pass,
    const SDL_GPUTextureLocation *source,
    const SDL_GPUTextureLocation *destination,
    Uint32 w,
    Uint32 h,
    Uint32 d,
    bool cycle);

Function Parameters

SDL_GPUCopyPass * copy_pass a copy pass handle.
const SDL_GPUTextureLocation * source a source texture region.
const SDL_GPUTextureLocation * destination a destination texture region.
Uint32 w the width of the region to copy.
Uint32 h the height of the region to copy.
Uint32 d the depth of the region to copy.
bool cycle if true, cycles the destination texture if the destination texture is bound, otherwise overwrites the data.

Remarks

This copy occurs on the GPU timeline. You may assume the copy has finished in subsequent commands.

Version

This function is available since SDL 3.0.0.


CategoryAPI, CategoryAPIFunction, CategoryGPU


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