# SDL_SetGPURenderStateSamplerBindings Set sampler bindings variables in a custom GPU render state. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c bool SDL_SetGPURenderStateSamplerBindings(SDL_GPURenderState *state, int num_sampler_bindings, const SDL_GPUTextureSamplerBinding *sampler_bindings); ``` ## Function Parameters | | | | | -------------------------------------------------------------------- | ------------------------ | --------------------------------------------------- | | [SDL_GPURenderState](SDL_GPURenderState) * | **state** | the state to modify. | | int | **num_sampler_bindings** | The number of additional fragment samplers to bind. | | const [SDL_GPUTextureSamplerBinding](SDL_GPUTextureSamplerBinding) * | **sampler_bindings** | Additional fragment samplers to bind. | ## Return Value (bool) Returns true on success or false on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks The data is copied and will be binded using [SDL_BindGPUFragmentSamplers](SDL_BindGPUFragmentSamplers)() during draw call execution. ## Thread Safety This function should be called on the thread that created the renderer. ## Version This function is available since SDL 3.6.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)