Binds storage buffers for use on the fragment shader.
Defined in <SDL3/SDL_gpu.h>
void SDL_BindGPUFragmentStorageBuffers(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,const *storage_buffers,
SDL_GPUBuffer * Uint32 num_bindings);
SDL_GPURenderPass * | render_pass | a render pass handle. |
Uint32 | first_slot | the fragment storage buffer slot to begin binding from. |
SDL_GPUBuffer *const * | storage_buffers | an array of storage buffers. |
Uint32 | num_bindings | the number of storage buffers to bind from the array. |
These buffers must have been created with SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
This function is available since SDL 3.2.0.