table of contents
SDL_CreateTextureWithProperties(3) | SDL3 FUNCTIONS | SDL_CreateTextureWithProperties(3) |
NAME¶
SDL_CreateTextureWithProperties - 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¶
RETURN VALUE¶
( SDL_Texture
*) Returns a pointer to the created texture or NULL if no rendering context
was active, the format was unsupported, or the width or height were out of
range; call SDL_GetError () for more information.
THREAD SAFETY¶
You may only call this function from the main thread.
AVAILABILITY¶
This function is available since SDL 3.1.3.
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)
SDL 3.1.6 | Simple Directmedia Layer |