Provided by: libsdl3-doc_3.2.8+ds-1_all bug

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 .

       Be sure your shader is set up according to the requirements documented in

       SDL_CreateGPUShader ().

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 3.2.0.

SEE ALSO

       (3), SDL_CreateGPUShader(3)

Simple Directmedia Layer                            SDL 3.2.8              SDL_BindGPUFragmentStorageTextures(3)