table of contents
| 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 3.2.24 | Simple Directmedia Layer |