Provided by: libsdl3-doc_3.2.8+ds-1_all bug

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_STATICSDL_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)

Simple Directmedia Layer                            SDL 3.2.8                 SDL_CreateTextureWithProperties(3)