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@@ -2967,6 +2967,63 @@ typedef struct SDL_GPURenderState SDL_GPURenderState;
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*/
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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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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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+/**
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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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+/**
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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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/**
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/**
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* Set fragment shader uniform variables in a custom GPU render state.
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* Set fragment shader uniform variables in a custom GPU render state.
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*
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*
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