SDL_BindGPUFragmentSamplers - Man Page
Binds texture-sampler pairs for use on the fragment shader.
Header File
Defined in SDL3/SDL_gpu.h
Synopsis
#include "SDL3/SDL.h" void SDL_BindGPUFragmentSamplers( SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, Uint32 num_bindings);
Description
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 ().
Function Parameters
- render_pass
a render pass handle.
- first_slot
the fragment sampler slot to begin binding from.
- texture_sampler_bindings
an array of texture-sampler binding structs.
- num_bindings
the number of texture-sampler pairs to bind from the array.
Availability
This function is available since SDL 3.2.0.
See Also
·(3), SDL_CreateGPUShader(3)
Referenced By
SDL_CreateGPUSampler(3), SDL_CreateGPUTexture(3), SDL_GPUSampler.3type(3), SDL_GPUTexture.3type(3), SDL_GPUTextureSamplerBinding.3type(3).
SDL 3.2.2 Simple Directmedia Layer SDL3 FUNCTIONS