SDL_BindGPUFragmentStorageTextures - Binds storage textures for use on the fragment shader.
Contents
Availability
This function is available since SDL 3.2.0.
Description
These textures must have been created with SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
Function Parameters
render_pass
a render pass handle.
first_slot
the fragment 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_BindGPUFragmentStorageTextures - Binds storage textures for use on the fragment shader.
See Also
SDL_CreateGPUShader(3) Simple Directmedia Layer SDL 3.2.20 SDL_BindGPUFragmentStorageTextures(3)
Synopsis
#include<SDL3/SDL_gpu.h>voidSDL_BindGPUFragmentStorageTextures(SDL_GPURenderPass*render_pass,Uint32first_slot,SDL_GPUTexture*const*storage_textures,Uint32num_bindings);
