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SDL_BindGPUFragmentStorageTextures

Function SDL_BindGPUFragmentStorageTextures 

Source
pub unsafe extern "C" fn SDL_BindGPUFragmentStorageTextures(
    render_pass: *mut SDL_GPURenderPass,
    first_slot: Uint32,
    storage_textures: *const *mut SDL_GPUTexture,
    num_bindings: Uint32,
)
Expand description

Binds storage textures for use on the fragment shader.

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().

Parameter: render_pass a render pass handle. Parameter: first_slot the fragment storage texture slot to begin binding from. Parameter: storage_textures an array of storage textures. Parameter: num_bindings the number of storage textures to bind from the array.

Available Since: This function is available since SDL 3.2.0.

See Also: SDL_CreateGPUShader