Man page - sdl_bindgpucomputestoragetextures(3)

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Manual

SDL_BindGPUComputeStorageTextures

NAME
HEADER FILE
SYNOPSIS
DESCRIPTION
FUNCTION PARAMETERS
AVAILABILITY
SEE ALSO

NAME

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

HEADER FILE

Defined in SDL3/SDL_gpu.h

SYNOPSIS

#include "SDL3/SDL.h"

void SDL_BindGPUComputeStorageTextures(
SDL_GPUComputePass *compute_pass,
Uint32 first_slot,
SDL_GPUTexture *const *storage_textures,
Uint32 num_bindings);

DESCRIPTION

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 ().

FUNCTION PARAMETERS

compute_pass

a compute pass handle.

first_slot

the compute 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.

SEE ALSO

(3), SDL_CreateGPUShader (3)