sdlBindGpuComputeStorageBuffers function gpu
void
sdlBindGpuComputeStorageBuffers(
- Pointer<
SdlGpuComputePass> computePass, - int firstSlot,
- Pointer<
Pointer< storageBuffers,SdlGpuBuffer> > - int numBindings,
Binds storage buffers as readonly for use on the compute pipeline.
These buffers must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
\param compute_pass a compute pass handle. \param first_slot the compute storage buffer slot to begin binding from. \param storage_buffers an array of storage buffer binding structs. \param num_bindings the number of storage buffers to bind from the array.
\since This function is available since SDL 3.2.0.
\sa SDL_CreateGPUShader
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers( SDL_GPUComputePass *compute_pass, Uint32 first_slot, SDL_GPUBuffer *const *storage_buffers, Uint32 num_bindings)
Implementation
void sdlBindGpuComputeStorageBuffers(
Pointer<SdlGpuComputePass> computePass,
int firstSlot,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
int numBindings,
) {
final sdlBindGpuComputeStorageBuffersLookupFunction = _libSdl
.lookupFunction<
Void Function(
Pointer<SdlGpuComputePass> computePass,
Uint32 firstSlot,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
Uint32 numBindings,
),
void Function(
Pointer<SdlGpuComputePass> computePass,
int firstSlot,
Pointer<Pointer<SdlGpuBuffer>> storageBuffers,
int numBindings,
)
>('SDL_BindGPUComputeStorageBuffers');
return sdlBindGpuComputeStorageBuffersLookupFunction(
computePass,
firstSlot,
storageBuffers,
numBindings,
);
}