Load an image from a filesystem path into a GPU texture.
Defined in <SDL3_image/SDL_image.h>
SDL_GPUTexture * IMG_LoadGPUTexture(SDL_GPUDevice *device, SDL_GPUCopyPass *copy_pass, const char *file, int *width, int *height);| SDL_GPUDevice * | device | the SDL_GPUDevice to use to create the GPU texture. |
| SDL_GPUCopyPass * | copy_pass | the SDL_GPUCopyPass to use to upload the loaded image to the GPU texture. |
| const char * | file | a path on the filesystem to load an image from. |
| int * | width | a pointer filled in with the width of the GPU texture. may be NULL. |
| int * | height | a pointer filled in with the width of the GPU texture. may be NULL. |
(SDL_GPUTexture *) Returns a new GPU texture, or NULL on error.
An SDL_GPUTexture represents an image in GPU memory, usable by SDL's GPU API. Regardless of the source format of the image, this function will create a GPU texture with the format SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM with no mip levels. It can be bound as a sampled texture from a graphics or compute pipeline and as a a readonly storage texture in a compute pipeline.
There is a separate function to read files from an SDL_IOStream, if you need an i/o abstraction to provide data from anywhere instead of a simple filesystem read; that function is IMG_LoadGPUTexture_IO().
When done with the returned texture, the app should dispose of it with a call to SDL_ReleaseGPUTexture().
This function is available since SDL_image 3.4.0.