SDL_BindGPUFragmentStorageTextures3
Binds storage textures for use on the fragment shader.
Usage
#include "SDL3/SDL.h"
void SDL_BindGPUFragmentStorageTextures( SDL_GPURenderPass *render_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_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. |