NAME
SDL_BindGPUComputeStorageTextures - Binds storage textures as readonly for use on the compute pipeline.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.h"
void SDL_BindGPUComputeStorageTextures( SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings);
DESCRIPTION
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.
AVAILABILITY
This function is available since SDL 3.2.0.
SEE ALSO
•(3), SDL_CreateGPUShader(3)