SDL_GPURENDERSTATECREATEINFO(3type)
πΈ SDL_GPURenderStateCreateInfo πΈ
okay so you're in the SDL3 DATATYPES section of the manual and you just found the struct that holds every single deet about a GPU render state. no cap, this is the whole vibe β¨
β¨ NAME β¨
SDL_GPURenderStateCreateInfo β the lil struct that lists out all the parameters of a GPU render state π
β¨ SYNOPSIS β¨
#include <SDL3/SDL_render.h>
typedef struct SDL_GPURenderStateCreateInfo
{
SDL_GPUShader *fragment_shader; /**< The fragment shader to use when this render state is active */
Sint32 num_sampler_bindings; /**< The number of additional fragment samplers to bind when this render state is active */
const SDL_GPUTextureSamplerBinding *sampler_bindings; /**< Additional fragment samplers to bind when this render state is active */
Sint32 num_storage_textures; /**< The number of storage textures to bind when this render state is active */
SDL_GPUTexture *const *storage_textures; /**< Storage textures to bind when this render state is active */
Sint32 num_storage_buffers; /**< The number of storage buffers to bind when this render state is active */
SDL_GPUBuffer *const *storage_buffers; /**< Storage buffers to bind when this render state is active */
SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
} SDL_GPURenderStateCreateInfo;
β¨ DESCRIPTION β¨
so basically bestie, every field in here is a thing that gets bound the moment this render state goes active. let me walk you through it π«Ά
fragment_shaderβ aSDL_GPUShader *, and it's the fragment shader that's doing the work while this render state is the one on stage πnum_sampler_bindingsβ aSint32, the count of extra fragment samplers you're binding while this render state is active. it's giving "how many more besties am I bringing" πsampler_bindingsβ aconst SDL_GPUTextureSamplerBinding *, i.e. the actual extra fragment samplers getting bound when this render state is active β¨num_storage_texturesβ aSint32, the number of storage textures to bind while this render state is active πΈstorage_texturesβ anSDL_GPUTexture *const *, the storage textures themselves that get bound when this render state is active π¦num_storage_buffersβ aSint32, how many storage buffers get bound while this render state is active πstorage_buffersβ anSDL_GPUBuffer *const *, the actual storage buffers that get bound when this render state is active πpropsβ aSDL_PropertiesIDfor extensions. and listen: this one should be0if you don't need any extensions. periodt π₯
not me double-checking thatpropsis0when you're not using extensions π it literally says "Should be 0 if no extensions are needed", so don't be out here passing vibes instead of a zero π
β¨ AVAILABILITY β¨
this struct has been around since SDL 3.4.0, iconic behavior honestly π
β¨ SEE ALSO β¨
and that's the whole page bestie, you ate π written under Simple Directmedia Layer, SDL 3.4.18 β go make something gorgeous with it, mwah ππ
π¦ where this page comes from
- fedora 43: SDL3-devel 3.4.18-1.fc43 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 43: SDL3-devel 3.4.18-1.fc43 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms