###### (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_CreateTextureWithProperties Create a texture for a rendering context with the specified properties. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c SDL_Texture* SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props); ``` ## Function Parameters | | | | ---------------- | --------------------- | | **renderer** | the rendering context | | **props** | the properties to use | ## Return Value Returns a pointer to the created texture or NULL if no rendering context was active, the format was unsupported, or the width or height were out of range; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks These are the supported properties: - [`SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`](SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER): an [SDL_ColorSpace](SDL_ColorSpace) value describing the texture colorspace, defaults to [SDL_COLORSPACE_SRGB_LINEAR](SDL_COLORSPACE_SRGB_LINEAR) for floating point textures, [SDL_COLORSPACE_HDR10](SDL_COLORSPACE_HDR10) for 10-bit textures, [SDL_COLORSPACE_SRGB](SDL_COLORSPACE_SRGB) for other RGB textures and [SDL_COLORSPACE_JPEG](SDL_COLORSPACE_JPEG) for YUV textures. - [`SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`](SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER): one of the enumerated values in [SDL_PixelFormatEnum](SDL_PixelFormatEnum), defaults to the best RGBA format for the renderer - [`SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`](SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER): one of the enumerated values in [SDL_TextureAccess](SDL_TextureAccess), defaults to [SDL_TEXTUREACCESS_STATIC](SDL_TEXTUREACCESS_STATIC) - [`SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`](SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER): the width of the texture in pixels, required - [`SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`](SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER): the height of the texture in pixels, required - [`SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`](SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT): for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for floating point textures. - [`SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`](SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT): for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. This would be equivalent to maxCLL / [SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT](SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT) for HDR10 content. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped. With the direct3d11 renderer: - [`SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`](SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER): the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`](SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER): the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`](SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER): the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture. With the direct3d12 renderer: - [`SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`](SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER): the ID3D12Resource associated with the texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`](SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER): the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`](SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER): the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture. With the metal renderer: - [`SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`](SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER): the CVPixelBufferRef associated with the texture, if you want to create a texture from an existing pixel buffer. With the opengl renderer: - [`SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER): the GLuint texture associated with the texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER): the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER): the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER): the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture. With the opengles2 renderer: - [`SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER): the GLuint texture associated with the texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER): the GLuint texture associated with the texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER): the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER): the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture. - [`SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`](SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER): the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture. With the vulkan renderer: - [`SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`](SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER): the VkImage with layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if you want to wrap an existing texture. ## Version This function is available since SDL 3.0.0. ## See Also - [SDL_CreateProperties](SDL_CreateProperties) - [SDL_CreateTexture](SDL_CreateTexture) - [SDL_CreateTextureFromSurface](SDL_CreateTextureFromSurface) - [SDL_DestroyTexture](SDL_DestroyTexture) - [SDL_QueryTexture](SDL_QueryTexture) - [SDL_UpdateTexture](SDL_UpdateTexture) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)