Binds storage textures as readonly for use on the compute pipeline.
Defined in <SDL3/SDL_gpu.h>
void SDL_BindGPUComputeStorageTextures(
    SDL_GPUComputePass *compute_pass,
    Uint32 first_slot,
    SDL_GPUTexture *const *storage_textures,
    Uint32 num_bindings);| SDL_GPUComputePass * | compute_pass | a compute pass handle. | 
| Uint32 | first_slot | the compute storage texture slot to begin binding from. | 
| SDL_GPUTexture *const * | storage_textures | an array of storage textures. | 
| Uint32 | num_bindings | the number of storage textures to bind from the array. | 
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().
This function is available since SDL 3.2.0.