SDL_CreateTextureWithProperties - Man Page

Create a texture for a rendering context with the specified properties.

Header File

Defined in SDL3/SDL_render.h

Synopsis

#include "SDL3/SDL.h"

SDL_Texture * SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);

Description

These are the supported properties:

· SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER :
 an SDL_Colorspace
value describing the texture
 colorspace, defaults to
  SDL_COLORSPACE_SRGB_LINEAR
for floating
 point textures, SDL_COLORSPACE_HDR10
for 10-bit
 textures, SDL_COLORSPACE_SRGB
for other RGB
 textures and SDL_COLORSPACE_JPEG
for YUV textures.

· SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER :
 one of the enumerated values in SDL_PixelFormat ,
 defaults to the best RGBA format for the renderer

· SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER :
 one of the enumerated values in SDL_TextureAccess ,
 defaults to SDL_TEXTUREACCESS_STATIC

· SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER :
 the width of the texture in pixels, required

· SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER :
 the height of the texture in pixels, required

· SDL_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.

Function Parameters

renderer

the rendering context.

props

the properties to use.

Return Value

( SDL_Texture
*) 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.

See Also

·(3), SDL_CreateProperties(3), ·(3), SDL_CreateTexture(3), ·(3), SDL_CreateTextureFromSurface(3), ·(3), SDL_DestroyTexture(3), ·(3), SDL_GetTextureSize(3), ·(3), SDL_UpdateTexture(3)

Referenced By

SDL_CreateTexture(3), SDL_CreateTextureFromSurface(3), SDL_Texture.3type(3).

SDL 3.2.2 Simple Directmedia Layer SDL3 FUNCTIONS