SDL_BindGPUFragmentStorageTextures

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().

extern (C) nothrow @nogc extern
void
SDL_BindGPUFragmentStorageTextures

Parameters

render_pass SDL_GPURenderPass*

a render pass handle.

first_slot Uint32

the fragment 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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