sdlBindGpuFragmentSamplers function gpu
void
sdlBindGpuFragmentSamplers(
- Pointer<
SdlGpuRenderPass> renderPass, - int firstSlot,
- Pointer<
SdlGpuTextureSamplerBinding> textureSamplerBindings, - int numBindings,
Binds texture-sampler pairs for use on the fragment shader.
The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
\param render_pass a render pass handle. \param first_slot the fragment sampler slot to begin binding from. \param texture_sampler_bindings an array of texture-sampler binding structs. \param num_bindings the number of texture-sampler pairs to bind from the array.
\since This function is available since SDL 3.2.0.
\sa SDL_CreateGPUShader
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings)
Implementation
void sdlBindGpuFragmentSamplers(
Pointer<SdlGpuRenderPass> renderPass,
int firstSlot,
Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
int numBindings,
) {
final sdlBindGpuFragmentSamplersLookupFunction = _libSdl
.lookupFunction<
Void Function(
Pointer<SdlGpuRenderPass> renderPass,
Uint32 firstSlot,
Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
Uint32 numBindings,
),
void Function(
Pointer<SdlGpuRenderPass> renderPass,
int firstSlot,
Pointer<SdlGpuTextureSamplerBinding> textureSamplerBindings,
int numBindings,
)
>('SDL_BindGPUFragmentSamplers');
return sdlBindGpuFragmentSamplersLookupFunction(
renderPass,
firstSlot,
textureSamplerBindings,
numBindings,
);
}