sdlBindGpuVertexBuffers function
void
sdlBindGpuVertexBuffers(
- Pointer<
SdlGpuRenderPass> renderPass, - int firstSlot,
- Pointer<
SdlGpuBufferBinding> bindings, - 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);
}