sdlReleaseGpuShader function
Frees the given shader as soon as it is safe to do so.
You must not reference the shader after calling this function.
\param device a GPU context. \param shader a shader to be destroyed.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader( SDL_GPUDevice *device, SDL_GPUShader *shader)
Implementation
void sdlReleaseGpuShader(
Pointer<SdlGpuDevice> device, Pointer<SdlGpuShader> shader) {
final sdlReleaseGpuShaderLookupFunction = libSdl3.lookupFunction<
Void Function(Pointer<SdlGpuDevice> device, Pointer<SdlGpuShader> shader),
void Function(Pointer<SdlGpuDevice> device,
Pointer<SdlGpuShader> shader)>('SDL_ReleaseGPUShader');
return sdlReleaseGpuShaderLookupFunction(device, shader);
}