sdlBindGpuComputeSamplers function
void
sdlBindGpuComputeSamplers(
- Pointer<
SdlGpuComputePass> computePass, - int firstSlot,
- Pointer<
SdlGpuTextureSamplerBinding> textureSamplerBindings, - 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);
}