Provided by: libsdl3-doc_3.2.8+ds-1_all 

NAME
SDL_BindGPUFragmentStorageTextures - Binds storage textures for use on the fragment shader.
HEADER FILE
Defined in SDL3/SDL_gpu.h
SYNOPSIS
#include "SDL3/SDL.h"
void SDL_BindGPUFragmentStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings);
DESCRIPTION
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.
SEE ALSO
•(3), SDL_CreateGPUShader(3)
Simple Directmedia Layer SDL 3.2.8 SDL_BindGPUFragmentStorageTextures(3)