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SDL_BindGPUComputeStorageTextures(3) | SDL3 FUNCTIONS | SDL_BindGPUComputeStorageTextures(3) |
NAME¶
SDL_BindGPUComputeStorageTextures - Binds storage textures as readonly for use on the compute pipeline.
SYNOPSIS¶
#include <SDL3/SDL_gpu.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¶
SDL 3.2.14 | Simple Directmedia Layer |