Provided by: libsdl3-image-doc_3.2.4+ds-1_all 

NAME
IMG_LoadTexture - Load an image from a filesystem path into a GPU texture.
HEADER FILE
Defined in SDL3_image/SDL_image.h
SYNOPSIS
#include "SDL3_image/SDL_image.h" SDL_Texture * IMG_LoadTexture(SDL_Renderer *renderer, const char *file);
DESCRIPTION
An SDL_Texture represents an image in GPU memory, usable by SDL's 2D Render API. This can be significantly more efficient than using a CPU-bound SDL_Surface if you don't need to manipulate the image directly after loading it. If the loaded image has transparency or a colorkey, a texture with an alpha channel will be created. Otherwise, SDL_image will attempt to create an SDL_Texture in the most format that most reasonably represents the image data (but in many cases, this will just end up being 32-bit RGB or 32-bit RGBA). There is a separate function to read files from an SDL_IOStream, if you need an i/o abstraction to provide data from anywhere instead of a simple filesystem read; that function is IMG_LoadTexture_IO (). If you would rather decode an image to an SDL_Surface (a buffer of pixels in CPU memory), call IMG_Load () instead. When done with the returned texture, the app should dispose of it with a call to SDL_DestroyTexture().
FUNCTION PARAMETERS
renderer the SDL_Renderer to use to create the GPU texture. file a path on the filesystem to load an image from.
RETURN VALUE
Returns a new texture, or NULL on error.
AVAILABILITY
This function is available since SDL_image 3.0.0.
SEE ALSO
•(3), IMG_LoadTextureTyped_IO(3), •(3), IMG_LoadTexture_IO(3) SDL_image SDL_image 3.2.4 IMG_LoadTexture(3)