#include <SDL_gpu.h>
Public Attributes | |
struct GPU_Renderer * | renderer |
GPU_Target * | context_target |
GPU_Target * | target |
Uint16 | w |
Uint16 | h |
GPU_bool | using_virtual_resolution |
GPU_FormatEnum | format |
int | num_layers |
int | bytes_per_pixel |
Uint16 | base_w |
Uint16 | base_h |
Uint16 | texture_w |
Uint16 | texture_h |
GPU_bool | has_mipmaps |
float | anchor_x |
float | anchor_y |
SDL_Color | color |
GPU_bool | use_blending |
GPU_BlendMode | blend_mode |
GPU_FilterEnum | filter_mode |
GPU_SnapEnum | snap_mode |
GPU_WrapEnum | wrap_mode_x |
GPU_WrapEnum | wrap_mode_y |
void * | data |
int | refcount |
GPU_bool | is_alias |
Image object for containing pixel/texture data. A GPU_Image can be created with GPU_CreateImage(), GPU_LoadImage(), GPU_CopyImage(), or GPU_CopyImageFromSurface(). Free the memory with GPU_FreeImage() when you're done.