SDL_ReleaseGPUTexture(3)

πŸ’– SDL_ReleaseGPUTexture(3) πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS corner of the manual, where we're talking about SDL_ReleaseGPUTexture πŸŽ€


✨ NAME ✨

SDL_ReleaseGPUTexture β€” frees the given texture as soon as it's safe to do so. no cap, it waits for the right moment, it's very polite about it πŸ’…


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_gpu.h>

void SDL_ReleaseGPUTexture(
    SDL_GPUDevice *device,
    SDL_GPUTexture *texture);

πŸ¦‹ DESCRIPTION πŸ¦‹

The way this works is: you hand over your texture and it gets freed as soon as it's safe. iconic behaviour honestly.

🚨 THE RULE, bestie, and I need you to actually hear me on this one: you must not reference the texture after calling this function. not once. not casually. not "just to check something". it's giving gone. it's giving no longer yours. periodt πŸ’€

πŸ‘‘ FUNCTION PARAMETERS πŸ‘‘

  • device β€” a GPU context. the whole vibe holder, the main character of your rendering setup 🫢
  • texture β€” a texture to be destroyed. say bye, it's her last moment ✨

⭐ AVAILABILITY ⭐

this one has been around since SDL 3.2.0, so she's not new new, she's just been quietly slaying since then 🌈


and that's the whole page, bestie πŸ’œ

🌸 little sign-off: this page lives in the Simple Directmedia Layer collection, sitting at SDL 3.4.18, filed under SDL_ReleaseGPUTexture(3). mwah, go free your textures responsibly πŸŽ€πŸ’–
πŸ“¦ where this page comes from