###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_GPUTextureUsageFlags Specifies how a texture is intended to be used by the client. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c 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 - [SDL_CreateGPUTexture](SDL_CreateGPUTexture) ---- [CategoryAPI](CategoryAPI), [CategoryAPIDatatype](CategoryAPIDatatype), [CategoryGPU](CategoryGPU)