Instance Property

usage

Options that determine how you can use the texture.

Declaration

var usage: MTLTextureUsage { get set }

Discussion

The default value for this property is shaderRead. If the given texture has multiple uses in your app, you can combine multiple usage options for that texture. After you set a texture’s usage options, you can use it only in the ways that you specified.

Metal can optimize operations for a given texture, based on its intended use. Set explicit usage options for a texture, if you know them in advance, before you use the texture. Only set usage options that correspond to a texture’s intended use.

In iOS devices with GPU family 5, Metal doesn’t apply lossless compression to a given texture if you set any of these options:

  • unknown

  • shaderWrite

  • pixelFormatView

See Also

Specifying Texture Attributes

var textureType: MTLTextureType

The dimension and arrangement of texture image data.

var pixelFormat: MTLPixelFormat

The size and bit layout of all pixels in the texture.

var width: Int

The width of the texture image for the base level mipmap, in pixels.

var height: Int

The height of the texture image for the base level mipmap, in pixels.

var depth: Int

The depth of the texture image for the base level mipmap, in pixels.

var mipmapLevelCount: Int

The number of mipmap levels for this texture.

var sampleCount: Int

The number of samples in each fragment.

var arrayLength: Int

The number of array elements for this texture.

var resourceOptions: MTLResourceOptions

The behavior of a new memory allocation.

var cpuCacheMode: MTLCPUCacheMode

The CPU cache mode used for the CPU mapping of the texture.

var storageMode: MTLStorageMode

The location and access permissions of the texture.

var hazardTrackingMode: MTLHazardTrackingMode

The texture's hazard tracking mode.

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var allowGPUOptimizedContents: Bool

A Boolean value indicating whether the GPU is allowed to adjust the texture's contents to improve GPU performance.

var swizzle: MTLTextureSwizzleChannels

The pattern you want the GPU to apply to pixels when you read or sample pixels from the texture.

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struct MTLTextureSwizzleChannels

A pattern that modifies the data read or sampled from a texture by rearranging or duplicating the elements of a vector.

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enum MTLTextureSwizzle

A set of options to choose from when creating a texture swizzle pattern.

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