Set fragment shader uniform variables in a custom GPU render state.
Defined in <SDL3/SDL_render.h>
bool SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length);
SDL_GPURenderState * | state | the state to modify. |
Uint32 | slot_index | the fragment uniform slot to push data to. |
const void * | data | client data to write. |
Uint32 | length | the length of the data to write. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
The data is copied and will be pushed using SDL_PushGPUFragmentUniformData() during draw call execution.
This function should be called on the thread that created the renderer.
This function is available since SDL 3.4.0.