sdlBindGpuComputeStorageTextures function
void
sdlBindGpuComputeStorageTextures(
- Pointer<
SdlGpuComputePass> computePass, - int firstSlot,
- Pointer<
Pointer< storageTextures,SdlGpuTexture> > - 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);
}