# SDL_SetGPURenderStateStorageTextures Set storage textures variables in a custom GPU render state. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c bool SDL_SetGPURenderStateStorageTextures(SDL_GPURenderState *state, int num_storage_textures, SDL_GPUTexture *const *storage_textures); ``` ## Function Parameters | | | | | ------------------------------------------ | ------------------------ | --------------------------------------- | | [SDL_GPURenderState](SDL_GPURenderState) * | **state** | the state to modify. | | int | **num_storage_textures** | The number of storage textures to bind. | | [SDL_GPUTexture](SDL_GPUTexture) *const * | **storage_textures** | Storage textures to bind. | ## Return Value (bool) Returns true on success or false on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks The data is copied and will be binded using [SDL_BindGPUFragmentStorageTextures](SDL_BindGPUFragmentStorageTextures)() during draw call execution. ## Thread Safety This function should be called on the thread that created the renderer. ## Version This function is available since SDL 3.6.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)