SDL_BindGPUComputeStorageTextures3
Binds storage textures as readonly for use on the compute pipeline.
Usage
#include "SDL3/SDL.h"
void SDL_BindGPUComputeStorageTextures( SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings);
Header file
Defined in SDL3/SDL_gpu.h
Overview
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. |