Binds storage textures for use on the fragment shader.
Defined in <SDL3/SDL_gpu.h>
void SDL_BindGPUFragmentStorageTextures(
SDL_GPURenderPass *render_pass,
Uint32 first_slot,const *storage_textures,
SDL_GPUTexture * Uint32 num_bindings);
SDL_GPURenderPass * | render_pass | a render pass handle. |
Uint32 | first_slot | the fragment 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_GRAPHICS_STORAGE_READ.
This function is available since SDL 3.1.3.