Creates a texture object to be used in graphics or compute workflows.
Defined in <SDL3/SDL_gpu.h>
SDL_GPUTexture* SDL_CreateGPUTexture(
SDL_GPUDevice *device,const SDL_GPUTextureCreateInfo *createinfo);
SDL_GPUDevice * | device | a GPU Context. |
const SDL_GPUTextureCreateInfo * | createinfo | a struct describing the state of the texture to create. |
(SDL_GPUTexture *) Returns a texture object on success, or NULL on failure.
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.
This function is available since SDL 3.0.0.