sdlBindGpuFragmentStorageTextures function
void
sdlBindGpuFragmentStorageTextures(
- Pointer<
SdlGpuRenderPass> renderPass, - int firstSlot,
- Pointer<
Pointer< storageTextures,SdlGpuTexture> > - 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);
}