Reference

SDL_BindGPUComputeStorageTextures(3)

Binds storage textures as readonly for use on the compute pipeline.

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)