sdlBindGpuVertexStorageBuffers function gpu
        
void
sdlBindGpuVertexStorageBuffers(
    
- Pointer<SdlGpuRenderPass> renderPass,
- int firstSlot,
- Pointer<Pointer< storageBuffers,SdlGpuBuffer> >
- int numBindings,
Binds storage buffers for use on the vertex shader.
These buffers must have been created with SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
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 vertex storage buffer slot to begin binding from. \param storage_buffers an array of buffers. \param num_bindings the number of buffers to bind from the array.
\since This function is available since SDL 3.2.0.
\sa SDL_CreateGPUShader
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
Implementation
void sdlBindGpuVertexStorageBuffers(
  Pointer<SdlGpuRenderPass> renderPass,
  int firstSlot,
  Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
  int numBindings,
) {
  final sdlBindGpuVertexStorageBuffersLookupFunction = _libSdl
      .lookupFunction<
        Void Function(
          Pointer<SdlGpuRenderPass> renderPass,
          Uint32 firstSlot,
          Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
          Uint32 numBindings,
        ),
        void Function(
          Pointer<SdlGpuRenderPass> renderPass,
          int firstSlot,
          Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
          int numBindings,
        )
      >('SDL_BindGPUVertexStorageBuffers');
  return sdlBindGpuVertexStorageBuffersLookupFunction(
    renderPass,
    firstSlot,
    storageBuffers,
    numBindings,
  );
}