# SDL_BindGPUComputeStorageBuffers

Binds storage buffers as readonly for use on the compute pipeline.

## Header File

Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h)

## Syntax

```c
void SDL_BindGPUComputeStorageBuffers(
    SDL_GPUComputePass *compute_pass,
    Uint32 first_slot,
    SDL_GPUBuffer *const *storage_buffers,
    Uint32 num_bindings);
```

## Function Parameters

|                                            |                     |                                                        |
| ------------------------------------------ | ------------------- | ------------------------------------------------------ |
| [SDL_GPUComputePass](SDL_GPUComputePass) * | **compute_pass**    | a compute pass handle.                                 |
| [Uint32](Uint32)                           | **first_slot**      | the compute storage buffer slot to begin binding from. |
| [SDL_GPUBuffer](SDL_GPUBuffer) *const *    | **storage_buffers** | an array of storage buffer binding structs.            |
| [Uint32](Uint32)                           | **num_bindings**    | the number of storage buffers to bind from the array.  |

## Remarks

These buffers must have been created with
[SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ](SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ).

Be sure your shader is set up according to the requirements documented in
[SDL_CreateGPUComputePipeline](SDL_CreateGPUComputePipeline)().

## Version

This function is available since SDL 3.2.0.

## See Also

- [SDL_CreateGPUComputePipeline](SDL_CreateGPUComputePipeline)

----
[CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)

