sdlBindGpuFragmentSamplers function gpu
        
void
sdlBindGpuFragmentSamplers(
    
- Pointer<SdlGpuRenderPass> renderPass,
- int firstSlot,
- Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
- int numBindings,
Binds texture-sampler pairs for use on the fragment shader.
The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
\param render_pass a render pass handle. \param first_slot the fragment 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 pairs to bind from the array.
\since This function is available since SDL 3.2.0.
\sa SDL_CreateGPUShader
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
Implementation
void sdlBindGpuFragmentSamplers(
  Pointer<SdlGpuRenderPass> renderPass,
  int firstSlot,
  Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
  int numBindings,
) {
  final sdlBindGpuFragmentSamplersLookupFunction = _libSdl
      .lookupFunction<
        Void Function(
          Pointer<SdlGpuRenderPass> renderPass,
          Uint32 firstSlot,
          Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
          Uint32 numBindings,
        ),
        void Function(
          Pointer<SdlGpuRenderPass> renderPass,
          int firstSlot,
          Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
          int numBindings,
        )
      >('SDL_BindGPUFragmentSamplers');
  return sdlBindGpuFragmentSamplersLookupFunction(
    renderPass,
    firstSlot,
    textureSamplerBindings,
    numBindings,
  );
}