Man page - sdl_bindgpucomputestoragetextures(3)
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Manual
| SDL_BindGPUComputeStorageTextures(3) | SDL3 FUNCTIONS | SDL_BindGPUComputeStorageTextures(3) |
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)
| SDL 3.2.10 | Simple Directmedia Layer |