Set sampler bindings variables in a custom GPU render state.
Defined in <SDL3/SDL_render.h>
bool SDL_SetGPURenderStateSamplerBindings(SDL_GPURenderState *state, int num_sampler_bindings, const SDL_GPUTextureSamplerBinding *sampler_bindings);| SDL_GPURenderState * | state | the state to modify. |
| int | num_sampler_bindings | The number of additional fragment samplers to bind. |
| const SDL_GPUTextureSamplerBinding * | sampler_bindings | Additional fragment samplers to bind. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
The data is copied and will be binded using SDL_BindGPUFragmentSamplers() during draw call execution.
This function should be called on the thread that created the renderer.
This function is available since SDL 3.6.0.