Function SDL_CreateTextureWithProperties
pub unsafe extern "C" fn SDL_CreateTextureWithProperties(
renderer: *mut SDL_Renderer,
props: u32,
) -> *mut SDL_Texture
Available on crate feature
dep_sdl3
only.Expand description
Create a texture for a rendering context with the specified properties.
These are the supported properties:
SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER
: anSDL_Colorspace
value describing the texture colorspace, defaults toSDL_COLORSPACE_SRGB_LINEAR
for floating point textures,SDL_COLORSPACE_HDR10
for 10-bit textures,SDL_COLORSPACE_SRGB
for other RGB textures andSDL_COLORSPACE_JPEG
for YUV textures.SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER
: one of the enumerated values inSDL_PixelFormat
, defaults to the best RGBA format for the rendererSDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER
: one of the enumerated values inSDL_TextureAccess
, defaults toSDL_TEXTUREACCESS_STATIC
SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER
: the width of the texture in pixels, requiredSDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER
: the height of the texture in pixels, requiredSDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT
: for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for floating point textures.SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT
: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. This would be equivalent to maxCLL /SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT
for HDR10 content. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped.
With the direct3d11 renderer:
SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER
: the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER
: the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER
: the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
With the direct3d12 renderer:
SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER
: the ID3D12Resource associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER
: the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER
: the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
With the metal renderer:
SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER
: the CVPixelBufferRef associated with the texture, if you want to create a texture from an existing pixel buffer.
With the opengl renderer:
SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER
: the GLuint texture associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER
: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER
: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER
: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
With the opengles2 renderer:
SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER
: the GLuint texture associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER
: the GLuint texture associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER
: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER
: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER
: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
With the vulkan renderer:
SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER
: the VkImage with layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if you want to wrap an existing texture.
§Parameters
renderer
: the rendering context.props
: the properties to use.
§Return value
Returns the created texture or NULL on failure; call SDL_GetError()
for
more information.
§Thread safety
This function should only be called on the main thread.
§Availability
This function is available since SDL 3.2.0.