An opaque handle representing a texture.
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◆ GPUTexture() [1/2]
| constexpr SDL::GPUTexture::GPUTexture |
( |
GPUTextureRaw |
gPUTexture = {} | ) |
|
|
inlineconstexpr |
- Parameters
-
| gPUTexture | the value to be wrapped |
◆ GPUTexture() [2/2]
The contents of this texture are undefined until data is written to the texture.
Note that certain combinations of usage flags are invalid. For example, a texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
If you request a sample count higher than the hardware supports, the implementation will automatically fall back to the highest available sample count.
There are optional properties that can be provided through GPUTextureCreateInfo's props. These are the supported properties:
prop::GPUTexture.CREATE_D3D12_CLEAR_R_FLOAT: (Direct3D 12 only) if the texture usage is GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this red intensity. Defaults to zero.
prop::GPUTexture.CREATE_D3D12_CLEAR_G_FLOAT: (Direct3D 12 only) if the texture usage is GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this green intensity. Defaults to zero.
prop::GPUTexture.CREATE_D3D12_CLEAR_B_FLOAT: (Direct3D 12 only) if the texture usage is GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this blue intensity. Defaults to zero.
prop::GPUTexture.CREATE_D3D12_CLEAR_A_FLOAT: (Direct3D 12 only) if the texture usage is GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture to a color with this alpha intensity. Defaults to zero.
prop::GPUTexture.CREATE_D3D12_CLEAR_DEPTH_FLOAT: (Direct3D 12 only) if the texture usage is GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear the texture to a depth of this value. Defaults to zero.
prop::GPUTexture.CREATE_D3D12_CLEAR_STENCIL_NUMBER: (Direct3D 12 only) if the texture usage is GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear the texture to a stencil of this Uint8 value. Defaults to zero.
prop::GPUTexture.CREATE_NAME_STRING: a name that can be displayed in debugging tools.
- Parameters
-
| device | a GPU Context. |
| createinfo | a struct describing the state of the texture to create. |
- Postcondition
- a texture object on success.
- Exceptions
-
- Since
- This function is available since SDL 3.2.0.
- See also
- GPUCopyPass.UploadToTexture
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GPUCopyPass.DownloadFromTexture
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GPURenderPass.BindVertexSamplers
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GPURenderPass.BindVertexStorageTextures
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GPURenderPass.BindFragmentSamplers
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GPURenderPass.BindFragmentStorageTextures
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GPUComputePass.BindStorageTextures
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GPUCommandBuffer.BlitTexture
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GPUDevice.ReleaseTexture
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GPUDevice.TextureSupportsFormat
◆ operator GPUTextureRaw()
- Returns
- the underlying GPUTextureRaw.
The documentation for this class was generated from the following file: