# SDL_PushGPUFragmentUniformData

Pushes data to a fragment uniform slot on the command buffer.

## Header File

Defined in [<SDL3/SDL_gpu.h>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h)

## Syntax

```c
void SDL_PushGPUFragmentUniformData(
    SDL_GPUCommandBuffer *command_buffer,
    Uint32 slot_index,
    const void *data,
    Uint32 length);
```

## Function Parameters

|                                                |                    |                                            |
| ---------------------------------------------- | ------------------ | ------------------------------------------ |
| [SDL_GPUCommandBuffer](SDL_GPUCommandBuffer) * | **command_buffer** | a command buffer.                          |
| [Uint32](Uint32)                               | **slot_index**     | the fragment uniform slot to push data to. |
| const void *                                   | **data**           | client data to write.                      |
| [Uint32](Uint32)                               | **length**         | the length of the data to write.           |

## Remarks

Subsequent draw calls will use this uniform data.

The data being pushed must respect std140 layout conventions. In practical
terms this means you must ensure that vec3 and vec4 fields are 16-byte
aligned.

## Version

This function is available since SDL 3.2.0.

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[CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)