sdlBindGpuFragmentStorageBuffers function
void
sdlBindGpuFragmentStorageBuffers(
- Pointer<
SdlGpuRenderPass> renderPass, - int firstSlot,
- Pointer<
Pointer< storageBuffers,SdlGpuBuffer> > - int numBindings,
Binds storage buffers for use on the fragment shader.
These buffers must have been created with SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
\param render_pass a render pass handle. \param first_slot the fragment storage buffer slot to begin binding from. \param storage_buffers an array of storage buffers. \param num_bindings the number of storage buffers to bind from the array.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
Implementation
void sdlBindGpuFragmentStorageBuffers(
Pointer<SdlGpuRenderPass> renderPass,
int firstSlot,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
int numBindings) {
final sdlBindGpuFragmentStorageBuffersLookupFunction = libSdl3.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_BindGPUFragmentStorageBuffers');
return sdlBindGpuFragmentStorageBuffersLookupFunction(
renderPass, firstSlot, storageBuffers, numBindings);
}