a GPU Context.
a struct describing the state of the buffer to create.
a buffer object on success, or NULL on failure; call SDL_GetError() for more information.
SDL_UploadToGPUBuffer SDL_DownloadFromGPUBuffer SDL_CopyGPUBufferToBuffer SDL_BindGPUVertexBuffers SDL_BindGPUIndexBuffer SDL_BindGPUVertexStorageBuffers SDL_BindGPUFragmentStorageBuffers SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect SDL_BindGPUComputeStorageBuffers SDL_DispatchGPUComputeIndirect SDL_ReleaseGPUBuffer
Creates a buffer object to be used in graphics or compute workflows.
The contents of this buffer are undefined until data is written to the buffer.
Note that certain combinations of usage flags are invalid. For example, a buffer cannot have both the VERTEX and INDEX flags.
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.
For better understanding of underlying concepts and memory management with SDL GPU API, you may refer this blog post
.
There are optional properties that can be provided through props. These are the supported properties:
- SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING: a name that can be displayed in debugging tools.