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 does not support copying between depth and color textures. For those, copy the texture to a buffer and then to the destination texture.
This function is available since SDL 3.2.0.