Ubuntu Manpages

SDL_BindGPUFragmentStorageTextures

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().

a render pass handle.
the fragment storage texture slot to begin binding from.
an array of storage textures.
the number of storage textures to bind from the array.

This function is available since SDL 3.2.0.

SDL_CreateGPUShader(3)