SDL_BindGPUVertexStorageTextures - Man Page

Binds storage textures for use on the vertex shader.

Header File

Defined in SDL3/SDL_gpu.h

Synopsis

#include "SDL3/SDL.h"

void SDL_BindGPUVertexStorageTextures(
    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 vertex storage texture slot to begin binding from.

storage_textures

an array of storage textures.

num_bindings

the number of storage texture 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