SDL: gpu: Return early when attempting to bind 0 samplers.

From c5f07f09902646a37a73c0f3b32102902a99b69f Mon Sep 17 00:00:00 2001
From: Ethan Lee <[EMAIL REDACTED]>
Date: Tue, 1 Sep 2026 08:25:20 -0400
Subject: [PATCH] gpu: Return early when attempting to bind 0 samplers.

This is a common occurrence for vertex shaders specifically, and allows backends
to not have to handle this edge case every time.
---
 src/gpu/SDL_gpu.c | 8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index 1c41f5ed299e4..a63bbaf4a9846 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -2109,6 +2109,10 @@ void SDL_BindGPUVertexSamplers(
         }
     }
 
+    if (num_bindings == 0) {
+        return;
+    }
+
     RENDERPASS_DEVICE->BindVertexSamplers(
         RENDERPASS_COMMAND_BUFFER,
         first_slot,
@@ -2216,6 +2220,10 @@ void SDL_BindGPUFragmentSamplers(
         }
     }
 
+    if (num_bindings == 0) {
+        return;
+    }
+
     RENDERPASS_DEVICE->BindFragmentSamplers(
         RENDERPASS_COMMAND_BUFFER,
         first_slot,