| SDL_BindGPUFragmentStorageTextures(3) | SDL3 FUNCTIONS | SDL_BindGPUFragmentStorageTextures(3) |
SDL_BindGPUFragmentStorageTextures - Binds storage textures for use on the fragment shader.
Defined in SDL3/SDL_gpu.h
#include "SDL3/SDL.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 ().
This function is available since SDL 3.2.0.
•(3), SDL_CreateGPUShader(3)
| SDL 3.2.10 | Simple Directmedia Layer |