sdlBindGpuVertexBuffers function

void sdlBindGpuVertexBuffers(
  1. Pointer<SdlGpuRenderPass> renderPass,
  2. int firstSlot,
  3. Pointer<SdlGpuBufferBinding> bindings,
  4. int numBindings,
)

Binds vertex buffers on a command buffer for use with subsequent draw calls.

\param render_pass a render pass handle. \param first_slot the vertex buffer slot to begin binding from. \param bindings an array of SDL_GPUBufferBinding structs containing vertex buffers and offset values. \param num_bindings the number of bindings in the bindings array.

\since This function is available since SDL 3.1.3.

extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers( SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUBufferBinding *bindings, Uint32 num_bindings)

Implementation

void sdlBindGpuVertexBuffers(Pointer<SdlGpuRenderPass> renderPass,
    int firstSlot, Pointer<SdlGpuBufferBinding> bindings, int numBindings) {
  final sdlBindGpuVertexBuffersLookupFunction = libSdl3.lookupFunction<
      Void Function(Pointer<SdlGpuRenderPass> renderPass, Uint32 firstSlot,
          Pointer<SdlGpuBufferBinding> bindings, Uint32 numBindings),
      void Function(
          Pointer<SdlGpuRenderPass> renderPass,
          int firstSlot,
          Pointer<SdlGpuBufferBinding> bindings,
          int numBindings)>('SDL_BindGPUVertexBuffers');
  return sdlBindGpuVertexBuffersLookupFunction(
      renderPass, firstSlot, bindings, numBindings);
}