SDL_GPUBufferUsageFlags - Specifies how a buffer is intended to be used by the client.
Contents
Availability
This datatype is available since SDL 3.2.0.
Description
A buffer must have at least one usage flag. Note that some usage flag combinations are invalid.
Unlike textures, READ | WRITE can be used for simultaneous read-write usage. The same data
synchronization concerns as textures apply.
If you use a STORAGE flag, the data in the buffer must respect std140 layout conventions. In practical
terms this means you must ensure that vec3 and vec4 fields are 16-byte aligned.
Name
SDL_GPUBufferUsageFlags - Specifies how a buffer is intended to be used by the client.
See Also
SDL_CreateGPUBuffer(3) Simple Directmedia Layer SDL 3.2.20 SDL_GPUBufferUsageFlags(3type)
Synopsis
#include<SDL3/SDL_gpu.h>typedefUint32SDL_GPUBufferUsageFlags;#defineSDL_GPU_BUFFERUSAGE_VERTEX(1u<<0)/**<Bufferisavertexbuffer.*/#defineSDL_GPU_BUFFERUSAGE_INDEX(1u<<1)/**<Bufferisanindexbuffer.*/#defineSDL_GPU_BUFFERUSAGE_INDIRECT(1u<<2)/**<Bufferisanindirectbuffer.*/#defineSDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ(1u<<3)/**<Buffersupportsstoragereadsingraphicsstages.*/#defineSDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ(1u<<4)/**<Buffersupportsstoragereadsinthecomputestage.*/#defineSDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE(1u<<5)/**<Buffersupportsstoragewritesinthecomputestage.*/
