Function SDL_BindGPUFragmentStorageTextures
pub unsafe extern "C" fn SDL_BindGPUFragmentStorageTextures(
render_pass: *mut SDL_GPURenderPass,
first_slot: u32,
storage_textures: *const *mut SDL_GPUTexture,
num_bindings: u32,
)
Available on crate feature
dep_sdl3
only.Expand description
Binds storage textures for use on the fragment shader.
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()
.
§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.