DOKK / manpages / debian 13 / libsdl3-doc / SDL_BindGPUFragmentStorageTextures.3.en
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 ().

a render pass handle.
the fragment storage texture slot to begin binding from.
an array of storage textures.
the number of storage textures to bind from the array.

This function is available since SDL 3.2.0.

(3), SDL_CreateGPUShader(3)

SDL 3.2.10 Simple Directmedia Layer