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(This function is part of SDL_image, a separate library from SDL.)

IMG_LoadGPUTexture

Load an image from a filesystem path into a GPU texture.

Header File

Defined in <SDL3_image/SDL_image.h>

Syntax

SDL_GPUTexture * IMG_LoadGPUTexture(SDL_GPUDevice *device, SDL_GPUCopyPass *copy_pass, const char *file, int *width, int *height);

Function Parameters

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.

Return Value

(SDL_GPUTexture *) Returns a new GPU texture, or NULL on error.

Remarks

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().

Version

This function is available since SDL_image 3.4.0.

See Also


CategoryAPI, CategoryAPIFunction, CategorySDLImage


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