sdlBindGpuFragmentSamplers function

void sdlBindGpuFragmentSamplers(
  1. Pointer<SdlGpuRenderPass> renderPass,
  2. int firstSlot,
  3. Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
  4. int numBindings,
)

Binds texture-sampler pairs for use on the fragment shader.

The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.

\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 3.1.3.

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 = libSdl3.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);
}