SDL_GPUTextu...tsSampleCount(3)

✨ SDL_GPUTextureSupportsSampleCount ✨

okay bestie, welcome to the SDL3 FUNCTIONS section of the manual, and today's main character is SDL_GPUTextureSupportsSampleCount πŸ’… she's a lil function with a big question: does this texture format even do this sample count? let's get into it 🫢


🌸 NAME 🌸

SDL_GPUTextureSupportsSampleCount β€” figures out if a sample count is supported for a texture format. no cap, that's literally her whole job πŸŽ€


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <SDL3/SDL_gpu.h>

bool SDL_GPUTextureSupportsSampleCount(
    SDL_GPUDevice *device,
    SDL_GPUTextureFormat format,
    SDL_GPUSampleCount sample_count);

she takes three lil arguments and hands you back a bool β€” that's the whole vibe ✨


πŸ’– FUNCTION PARAMETERS πŸ’–

  • device β€” a GPU context. it's giving "the place where all the GPU stuff lives" πŸ‘‘
  • format β€” the texture format you want checked. drop the format you're curious about right here πŸ“
  • sample_count β€” the sample count you want checked. same energy, but for the sample count bestie 🌈

⭐ RETURN VALUE ⭐

Returns whether the sample count is supported for this texture format. so it's a yes/no situation β€” true if the format can vibe with that sample count, false if it's a hard no πŸ™ˆ


🧚 AVAILABILITY 🧚

This function is available since SDL 3.2.0. if you're on anything older, she is simply not there yet, iykyk πŸ’€


and that's the whole page, bestie!! go forth and vibe check your texture formats πŸ’œ

signing off from the Simple Directmedia Layer, running SDL 3.4.18 β€” mwah, slay, bye πŸŽ€βœ¨πŸ’…

πŸ“¦ where this page comes from