sdlBindGpuComputeSamplers function

void sdlBindGpuComputeSamplers(
  1. Pointer<SdlGpuComputePass> computePass,
  2. int firstSlot,
  3. Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
  4. int numBindings,
)

Binds texture-sampler pairs for use on the compute shader.

The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.

\param compute_pass a compute pass handle. \param first_slot the compute sampler slot to begin binding from. \param texture_sampler_bindings an array of texture-sampler binding structs. \param num_bindings the number of texture-sampler bindings to bind from the array.

\since This function is available since SDL 3.1.3.

extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers( SDL_GPUComputePass *compute_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)

Implementation

void sdlBindGpuComputeSamplers(
    Pointer<SdlGpuComputePass> computePass,
    int firstSlot,
    Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
    int numBindings) {
  final sdlBindGpuComputeSamplersLookupFunction = libSdl3.lookupFunction<
      Void Function(
          Pointer<SdlGpuComputePass> computePass,
          Uint32 firstSlot,
          Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
          Uint32 numBindings),
      void Function(
          Pointer<SdlGpuComputePass> computePass,
          int firstSlot,
          Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
          int numBindings)>('SDL_BindGPUComputeSamplers');
  return sdlBindGpuComputeSamplersLookupFunction(
      computePass, firstSlot, textureSamplerBindings, numBindings);
}