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(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)

SDL_BindGPUFragmentSamplers

Binds texture-sampler pairs for use on the fragment shader.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

void SDL_BindGPUFragmentSamplers(
    SDL_GPURenderPass *render_pass,
    Uint32 first_slot,
    const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
    Uint32 num_bindings);

Function Parameters

SDL_GPURenderPass * render_pass a render pass handle.
Uint32 first_slot the fragment sampler slot to begin binding from.
const SDL_GPUTextureSamplerBinding * texture_sampler_bindings an array of texture-sampler binding structs.
Uint32 num_bindings the number of texture-sampler pairs to bind from the array.

Remarks

The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.

Version

This function is available since SDL 3.0.0.


CategoryAPI, CategoryAPIFunction, CategoryGPU


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