sdlSetGpuRenderStateStorageBuffers function render
bool
sdlSetGpuRenderStateStorageBuffers(
- Pointer<
SdlGpuRenderState> state, - int numStorageBuffers,
- Pointer<
Pointer< storageBuffersSdlGpuBuffer> >
Set storage buffers variables in a custom GPU render state.
The data is copied and will be binded using SDL_BindGPUFragmentStorageBuffers() during draw call execution.
\param state the state to modify. \param num_storage_buffers The number of storage buffers to bind. \param storage_buffers Storage buffers to bind. \returns true on success or false on failure; call SDL_GetError() for more information.
\threadsafety This function should be called on the thread that created the renderer.
\since This function is available since SDL 3.6.0.
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageBuffers(SDL_GPURenderState *state, int num_storage_buffers, SDL_GPUBuffer *const *storage_buffers)
Implementation
bool sdlSetGpuRenderStateStorageBuffers(
Pointer<SdlGpuRenderState> state,
int numStorageBuffers,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
) {
final sdlSetGpuRenderStateStorageBuffersLookupFunction = _libSdl
.lookupFunction<
Uint8 Function(
Pointer<SdlGpuRenderState> state,
Int32 numStorageBuffers,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
),
int Function(
Pointer<SdlGpuRenderState> state,
int numStorageBuffers,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
)
>('SDL_SetGPURenderStateStorageBuffers');
return sdlSetGpuRenderStateStorageBuffersLookupFunction(
state,
numStorageBuffers,
storageBuffers,
) ==
1;
}