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SDL_BindGPUComputeStorageTextures - Binds storage textures as readonly for use on the compute pipeline.

Availability

       This function is available since SDL 3.2.0.

Description

       These textures must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.

       Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

Function Parameters

compute_pass
              a compute pass handle.

       first_slot
              the compute storage texture slot to begin binding from.

       storage_textures
              an array of storage textures.

       num_bindings
              the number of storage textures to bind from the array.

Name

       SDL_BindGPUComputeStorageTextures - Binds storage textures as readonly for use on the compute pipeline.

See Also

SDL_CreateGPUShader(3)

Simple Directmedia Layer                           SDL 3.2.20               SDL_BindGPUComputeStorageTextures(3)

Synopsis

#include<SDL3/SDL_gpu.h>voidSDL_BindGPUComputeStorageTextures(SDL_GPUComputePass*compute_pass,Uint32first_slot,SDL_GPUTexture*const*storage_textures,Uint32num_bindings);

See Also