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; call SDL_GetError() for more information.
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 3.1.3.