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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_GPUTextureUsageFlags

Specifies how a texture is intended to be used by the client.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

typedef Uint32 SDL_GPUTextureUsageFlags;

#define SDL_GPU_TEXTUREUSAGE_SAMPLER               (1u << 0) /**< Texture supports sampling. */
#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET          (1u << 1) /**< Texture is a color render target. */
#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET  (1u << 2) /**< Texture is a depth stencil target. */
#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ  (1u << 4) /**< Texture supports storage reads in the compute stage. */
#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */

Remarks

A texture must have at least one usage flag. Note that some usage flag combinations are invalid.

Version

This enum is available since SDL 3.0.0

See Also


CategoryAPI, CategoryAPIDatatype, CategoryGPU


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