sdlBindGpuComputeStorageTextures function

void sdlBindGpuComputeStorageTextures(
  1. Pointer<SdlGpuComputePass> computePass,
  2. int firstSlot,
  3. Pointer<Pointer<SdlGpuTexture>> storageTextures,
  4. int numBindings,
)

Binds storage textures as readonly for use on the compute pipeline.

These textures must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.

\param compute_pass a compute pass handle. \param first_slot the compute storage texture slot to begin binding from. \param storage_textures an array of storage textures. \param num_bindings the number of storage textures to bind from the array.

\since This function is available since SDL 3.1.3.

extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures( SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)

Implementation

void sdlBindGpuComputeStorageTextures(
    Pointer<SdlGpuComputePass> computePass,
    int firstSlot,
    Pointer<Pointer<SdlGpuTexture>> storageTextures,
    int numBindings) {
  final sdlBindGpuComputeStorageTexturesLookupFunction = libSdl3.lookupFunction<
      Void Function(Pointer<SdlGpuComputePass> computePass, Uint32 firstSlot,
          Pointer<Pointer<SdlGpuTexture>> storageTextures, Uint32 numBindings),
      void Function(
          Pointer<SdlGpuComputePass> computePass,
          int firstSlot,
          Pointer<Pointer<SdlGpuTexture>> storageTextures,
          int numBindings)>('SDL_BindGPUComputeStorageTextures');
  return sdlBindGpuComputeStorageTexturesLookupFunction(
      computePass, firstSlot, storageTextures, numBindings);
}