sdlReleaseGpuShader function

void sdlReleaseGpuShader(
  1. Pointer<SdlGpuDevice> device,
  2. Pointer<SdlGpuShader> shader
)

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);
}