sdlBindGpuVertexStorageTextures function gpu
void
sdlBindGpuVertexStorageTextures(
- Pointer<
SdlGpuRenderPass> renderPass, - int firstSlot,
- Pointer<
Pointer< storageTextures,SdlGpuTexture> > - int numBindings,
Binds storage textures for use on the vertex shader.
These textures must have been created with SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
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 vertex storage texture slot to begin binding from. \param storage_textures an array of storage textures. \param num_bindings the number of storage texture to bind from the array.
\since This function is available since SDL 3.2.0.
\sa SDL_CreateGPUShader
extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures( SDL_GPURenderPass *render_pass, Uint32 first_slot, SDL_GPUTexture *const *storage_textures, Uint32 num_bindings)
Implementation
void sdlBindGpuVertexStorageTextures(
Pointer<SdlGpuRenderPass> renderPass,
int firstSlot,
Pointer<Pointer<SdlGpuTexture>> storageTextures,
int numBindings,
) {
final sdlBindGpuVertexStorageTexturesLookupFunction = _libSdl
.lookupFunction<
Void Function(
Pointer<SdlGpuRenderPass> renderPass,
Uint32 firstSlot,
Pointer<Pointer<SdlGpuTexture>> storageTextures,
Uint32 numBindings,
),
void Function(
Pointer<SdlGpuRenderPass> renderPass,
int firstSlot,
Pointer<Pointer<SdlGpuTexture>> storageTextures,
int numBindings,
)
>('SDL_BindGPUVertexStorageTextures');
return sdlBindGpuVertexStorageTexturesLookupFunction(
renderPass,
firstSlot,
storageTextures,
numBindings,
);
}