SDL_BindGPUComputeStorageTextures

Binds storage textures as readonly for use on the compute pipeline.

These textures must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

extern (C) nothrow @nogc extern
void
SDL_BindGPUComputeStorageTextures

Parameters

compute_pass SDL_GPUComputePass*

a compute pass handle.

first_slot Uint32

the compute storage texture slot to begin binding from.

storage_textures const(SDL_GPUTexture*)*

an array of storage textures.

num_bindings Uint32

the number of storage textures to bind from the array.

See Also

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