table of contents
SDL_BindGPUFragmentStorageTextures(3) | SDL3 FUNCTIONS | SDL_BindGPUFragmentStorageTextures(3) |
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 .
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 3.1.3.
SDL 3.1.6 | Simple Directmedia Layer |