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().
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.
SDL_CreateGPUShader
See Implementation
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().