SDL_BindGPUFragmentStorageTextures - Man Page
Binds storage textures for use on the fragment shader.
Header File
Defined in SDL3/SDL_gpu.h
Synopsis
#include "SDL3/SDL.h" void SDL_BindGPUFragmentStorageTextures( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings);
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.
Availability
This function is available since SDL 3.2.0.
See Also
·(3), SDL_CreateGPUShader(3)
Referenced By
SDL_CreateGPUTexture(3), SDL_GPUTexture.3type(3).
SDL 3.2.2 Simple Directmedia Layer SDL3 FUNCTIONS