# SDL_BindGPUComputeSamplers Binds texture-sampler pairs for use on the compute shader. ## Header File Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c void SDL_BindGPUComputeSamplers( SDL_GPUComputePass *compute_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings); ``` ## Function Parameters | | | | | -------------------------------------------------------------------- | ---------------------------- | -------------------------------------------------------------- | | [SDL_GPUComputePass](SDL_GPUComputePass) * | **compute_pass** | a compute pass handle. | | [Uint32](Uint32) | **first_slot** | the compute sampler slot to begin binding from. | | const [SDL_GPUTextureSamplerBinding](SDL_GPUTextureSamplerBinding) * | **texture_sampler_bindings** | an array of texture-sampler binding structs. | | [Uint32](Uint32) | **num_bindings** | the number of texture-sampler bindings to bind from the array. | ## Remarks The textures must have been created with [SDL_GPU_TEXTUREUSAGE_SAMPLER](SDL_GPU_TEXTUREUSAGE_SAMPLER). Be sure your shader is set up according to the requirements documented in [SDL_CreateGPUShader](SDL_CreateGPUShader)(). ## Version This function is available since SDL 3.2.0. ## See Also - [SDL_CreateGPUShader](SDL_CreateGPUShader) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)