Performs a texture-to-texture copy.
Defined in <SDL3/SDL_gpu.h>
void SDL_CopyGPUTextureToTexture(
SDL_GPUCopyPass *copy_pass,const SDL_GPUTextureLocation *source,
const SDL_GPUTextureLocation *destination,
Uint32 w,
Uint32 h,
Uint32 d,bool cycle);
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. |
This copy occurs on the GPU timeline. You may assume the copy has finished in subsequent commands.
This function is available since SDL 3.1.3.