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().
§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.