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Functions to bind GPURenderState storage textures, buffers and sampler bindings (#15150)
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@@ -2967,6 +2967,63 @@ typedef struct SDL_GPURenderState SDL_GPURenderState;
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*/
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extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Renderer *renderer, const SDL_GPURenderStateCreateInfo *createinfo);
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/**
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* Set sampler bindings variables in a custom GPU render state.
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*
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* The data is copied and will be binded using
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* SDL_BindGPUFragmentSamplers() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_sampler_bindings The number of additional fragment samplers to bind
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* \param sampler_bindings Additional fragment samplers to bind
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.4.x.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateSamplerBindings(SDL_GPURenderState *state, int num_sampler_bindings, const SDL_GPUTextureSamplerBinding *sampler_bindings);
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/**
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* Set storage textures variables in a custom GPU render state.
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*
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* The data is copied and will be binded using
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* SDL_BindGPUFragmentStorageTextures() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_storage_textures The number of storage textures to bind
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* \param storage_textures Storage textures to bind
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.4.x.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageTextures(SDL_GPURenderState *state, int num_storage_textures, SDL_GPUTexture *const *storage_textures);
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/**
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* Set storage buffers variables in a custom GPU render state.
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*
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* The data is copied and will be binded using
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* SDL_BindGPUFragmentStorageBuffers() during draw call execution.
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*
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* \param state the state to modify.
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* \param num_storage_buffers The number of storage buffers to bind
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* \param storage_buffers Storage buffers to bind
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should be called on the thread that created the
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* renderer.
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*
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* \since This function is available since SDL 3.4.x.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageBuffers(SDL_GPURenderState *state, int num_storage_buffers, SDL_GPUBuffer *const *storage_buffers);
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/**
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* Set fragment shader uniform variables in a custom GPU render state.
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*
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