SDL_BindGPUFragmentStorageTextures
Binds storage textures for use on the fragment shader.
- Provided by: libsdl3-doc (Version: 3.2.20+ds-2)
- Source: libsdl3
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Binds storage textures for use on the fragment shader.
#include <SDL3/SDL_gpu.h>
void SDL_BindGPUFragmentStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings);
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().
This function is available since SDL 3.2.0.