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* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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* clear the texture to a stencil of this Uint8 value. Defaults to zero.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
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* in debugging tools.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_DXGI_SHARED_HANDLE_POINTER`: a DXGI shared handle associated with the texture, if you want to wrap an existing texture. The texture must have been created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX.
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*
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* With the metal driver:
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*
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* - `SDL_PROP_GPU_TEXTURE_CREATE_PIXELBUFFER_POINTER`: the CVPixelBufferRef
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* associated with the texture, if you want to create a texture from an
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* existing pixel buffer.
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the texture to create.
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* \returns a texture object on success, or NULL on failure; call
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