SDL_BindGPUComputeStorageTextures - Man Page

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

Synopsis

#include <SDL3/SDL_gpu.h>

void SDL_BindGPUComputeStorageTextures(
    SDL_GPUComputePass *compute_pass,
    Uint32 first_slot,
    SDL_GPUTexture *const *storage_textures,
    Uint32 num_bindings);

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.

Availability

This function is available since SDL 3.2.0.

See Also

SDL_CreateGPUShader(3)

Referenced By

SDL_CreateGPUTexture(3), SDL_GPUTexture.3type(3).

SDL 3.2.16 Simple Directmedia Layer SDL3 FUNCTIONS