SDL_GPUSto...riteBinding(3type)

πŸ’– SDL_GPUStorageTextureReadWriteBinding πŸ’–

okay bestie, so this is a page from the SDL3 DATATYPES manual β€” yes the same SDL that's been running your games since forever, she's iconic, she's mother. and today we're talking about one very specific little struct that shows up when you're doing compute passes and need to bind textures for reading and writing at the same time. very main character of it, honestly.


✨ NAME ✨

SDL_GPUStorageTextureReadWriteBinding β€” a structure specifying parameters related to binding textures in a compute pass. that's the whole vibe. it's giving "here's how you tell the GPU which texture you're messing with."


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <SDL3/SDL_gpu.h>

typedef struct SDL_GPUStorageTextureReadWriteBinding
{
    SDL_GPUTexture *texture;  /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */
    Uint32 mip_level;         /**< The mip level index to bind. */
    Uint32 layer;             /**< The layer index to bind. */
    bool cycle;               /**< true cycles the texture if it is already bound. */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
} SDL_GPUStorageTextureReadWriteBinding;

🌸 DESCRIPTION 🌸

so let's break this down field by field, because every single one of them matters and i'm not about to let you skim, bestie πŸ’…

  • texture β€” the texture you're binding, duh. but listen: it is not just any texture. it must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. if you roll up with a texture that wasn't made with one of those flags, that's a you problem and the vibe check will not pass. 🚫
  • mip_level β€” the mip level index you wanna bind. yes, specifically which mip. the GPU doesn't read minds, she reads indices. Uint32.
  • layer β€” the layer index you wanna bind. same energy as mip_level but for layers, because textures can be stacked like a little pancake situation. also Uint32. πŸ₯ž
  • cycle β€” a bool, and when it's true it cycles the texture if it's already bound. like, "bestie you're already here? okay let's loop you around again." πŸ”
  • padding1, padding2, padding3 β€” three Uint8s of pure structural support. they don't do anything, they just hold the layout together. think of them as the friends who come along for the ride and contribute nothing but presence. and honestly? we love them for that. 🫢
heads up: the padding fields are there to keep the struct aligned and sized the way SDL expects. don't go assigning meaning to them, they have none. they're just there. periodt.

⭐ AVAILABILITY ⭐

this struct has been available since SDL 3.2.0. so if you're on anything older, no she is not here yet, you gotta update. sorry not sorry. πŸ’€


πŸ‘‘ SEE ALSO πŸ‘‘


and that's the page, bestie! go bind those textures responsibly. this has been the Simple Directmedia Layer crew serving you SDL 3.4.18 β€” mwah, stay slay, keep your mip levels indexed πŸ’‹βœ¨πŸŽ€

πŸ“¦ where this page comes from