# SDL_SetGPUTextureName Sets an arbitrary string constant to label a texture. ## Header File Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c void SDL_SetGPUTextureName( SDL_GPUDevice *device, SDL_GPUTexture *texture, const char *text); ``` ## Function Parameters | | | | | ---------------------------------- | ----------- | ----------------------------------------------------------- | | [SDL_GPUDevice](SDL_GPUDevice) * | **device** | a GPU Context. | | [SDL_GPUTexture](SDL_GPUTexture) * | **texture** | a texture to attach the name to. | | const char * | **text** | a UTF-8 string constant to mark as the name of the texture. | ## Remarks You should use [SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING](SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING) with [SDL_CreateGPUTexture](SDL_CreateGPUTexture) instead of this function to avoid thread safety issues. ## Thread Safety This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread. ## Version This function is available since SDL 3.2.0. ## See Also - [SDL_CreateGPUTexture](SDL_CreateGPUTexture) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)