sdlSetGpuRenderStateFragmentUniforms function render
bool
sdlSetGpuRenderStateFragmentUniforms(
- Pointer<
SdlGpuRenderState> state, - int slotIndex,
- Pointer<
NativeType> data, - int length,
Set fragment shader uniform variables in a custom GPU render state.
The data is copied and will be pushed using SDL_PushGPUFragmentUniformData() during draw call execution.
\param state the state to modify. \param slot_index the fragment uniform slot to push data to. \param data client data to write. \param length the length of the data to write. \returns true on success or false on failure; call SDL_GetError() for more information.
\threadsafety This function should be called on the thread that created the renderer.
\since This function is available since SDL 3.4.0.
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length)
Implementation
bool sdlSetGpuRenderStateFragmentUniforms(
Pointer<SdlGpuRenderState> state,
int slotIndex,
Pointer<NativeType> data,
int length,
) {
final sdlSetGpuRenderStateFragmentUniformsLookupFunction = _libSdl
.lookupFunction<
Uint8 Function(
Pointer<SdlGpuRenderState> state,
Uint32 slotIndex,
Pointer<NativeType> data,
Uint32 length,
),
int Function(
Pointer<SdlGpuRenderState> state,
int slotIndex,
Pointer<NativeType> data,
int length,
)
>('SDL_SetGPURenderStateFragmentUniforms');
return sdlSetGpuRenderStateFragmentUniformsLookupFunction(
state,
slotIndex,
data,
length,
) ==
1;
}