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@@ -2999,6 +2999,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
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*
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param render_pass a render pass handle.
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* \param first_slot the vertex sampler slot to begin binding from.
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* \param texture_sampler_bindings an array of texture-sampler binding
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@@ -3007,6 +3009,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
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* array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
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SDL_GPURenderPass *render_pass,
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@@ -3020,12 +3024,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
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* These textures must have been created with
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* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param render_pass a render pass handle.
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* \param first_slot the vertex storage texture slot to begin binding from.
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* \param storage_textures an array of storage textures.
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* \param num_bindings the number of storage texture to bind from the array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
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SDL_GPURenderPass *render_pass,
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@@ -3039,12 +3047,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
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* These buffers must have been created with
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* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param render_pass a render pass handle.
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* \param first_slot the vertex storage buffer slot to begin binding from.
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* \param storage_buffers an array of buffers.
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* \param num_bindings the number of buffers to bind from the array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
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SDL_GPURenderPass *render_pass,
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@@ -3057,6 +3069,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
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*
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param render_pass a render pass handle.
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* \param first_slot the fragment sampler slot to begin binding from.
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* \param texture_sampler_bindings an array of texture-sampler binding
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@@ -3065,6 +3079,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
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* array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
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SDL_GPURenderPass *render_pass,
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@@ -3078,12 +3094,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
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* These textures must have been created with
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* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param render_pass a render pass handle.
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* \param first_slot the fragment storage texture slot to begin binding from.
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* \param storage_textures an array of storage textures.
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* \param num_bindings the number of storage textures to bind from the array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
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SDL_GPURenderPass *render_pass,
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@@ -3097,12 +3117,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
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* These buffers must have been created with
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* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param render_pass a render pass handle.
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* \param first_slot the fragment storage buffer slot to begin binding from.
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* \param storage_buffers an array of storage buffers.
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* \param num_bindings the number of storage buffers to bind from the array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
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SDL_GPURenderPass *render_pass,
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@@ -3290,6 +3314,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
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*
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param compute_pass a compute pass handle.
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* \param first_slot the compute sampler slot to begin binding from.
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* \param texture_sampler_bindings an array of texture-sampler binding
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@@ -3298,6 +3324,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
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* array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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SDL_GPUComputePass *compute_pass,
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@@ -3311,12 +3339,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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* These textures must have been created with
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* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param compute_pass a compute pass handle.
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* \param first_slot the compute storage texture slot to begin binding from.
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* \param storage_textures an array of storage textures.
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* \param num_bindings the number of storage textures to bind from the array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
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SDL_GPUComputePass *compute_pass,
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@@ -3330,12 +3362,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
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* These buffers must have been created with
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* SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
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*
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+ * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().
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+ *
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* \param compute_pass a compute pass handle.
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* \param first_slot the compute storage buffer slot to begin binding from.
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* \param storage_buffers an array of storage buffer binding structs.
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* \param num_bindings the number of storage buffers to bind from the array.
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*
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* \since This function is available since SDL 3.2.0.
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+ *
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+ * \sa SDL_CreateGPUShader
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
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SDL_GPUComputePass *compute_pass,
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