sdlBindGpuFragmentStorageTextures function

void sdlBindGpuFragmentStorageTextures(
  1. Pointer<SdlGpuRenderPass> renderPass,
  2. int firstSlot,
  3. Pointer<Pointer<SdlGpuTexture>> storageTextures,
  4. int numBindings,
)

Binds storage textures for use on the fragment shader.

These textures must have been created with SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.

\param render_pass a render pass handle. \param first_slot the fragment 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_BindGPUFragmentStorageTextures( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)

Implementation

void sdlBindGpuFragmentStorageTextures(
    Pointer<SdlGpuRenderPass> renderPass,
    int firstSlot,
    Pointer<Pointer<SdlGpuTexture>> storageTextures,
    int numBindings) {
  final sdlBindGpuFragmentStorageTexturesLookupFunction =
      libSdl3.lookupFunction<
          Void Function(
              Pointer<SdlGpuRenderPass> renderPass,
              Uint32 firstSlot,
              Pointer<Pointer<SdlGpuTexture>> storageTextures,
              Uint32 numBindings),
          void Function(
              Pointer<SdlGpuRenderPass> renderPass,
              int firstSlot,
              Pointer<Pointer<SdlGpuTexture>> storageTextures,
              int numBindings)>('SDL_BindGPUFragmentStorageTextures');
  return sdlBindGpuFragmentStorageTexturesLookupFunction(
      renderPass, firstSlot, storageTextures, numBindings);
}