Load an image from an SDL data source into a GPU texture.
Defined in <SDL3_image/SDL_image.h>
SDL_GPUTexture * IMG_LoadGPUTexture_IO(SDL_GPUDevice *device, SDL_GPUCopyPass *copy_pass, SDL_IOStream *src, bool closeio, 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. |
| SDL_IOStream * | src | an SDL_IOStream that data will be read from. |
| bool | closeio | true to close/free the SDL_IOStream before returning, false to leave it open. |
| 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.
If closeio is true, src will be closed before returning, whether this function succeeds or not. SDL_image reads everything it needs from src during this call in any case.
There is a separate function to read files from disk without having to deal with SDL_IOStream: `IMG_LoadGPUTexture(device, copy_pass, "filename.jpg", width, height) will call this function and manage those details for you, determining the file type from the filename's extension.
There is also IMG_LoadGPUTextureTyped_IO(), which is equivalent to this function except a file extension (like "BMP", "JPG", etc) can be specified, in case SDL_image cannot autodetect the file format.
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.