SDL_BindGPUFragmentStorageTextures(3)

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.

Availability

This function is available since SDL 3.2.0.

From libsdl3-doc 3.2.10+ds-1 in Debian 13 (Trixie). Parsed by carta from the page's man source.