Creates a buffer object to be used in graphics or compute workflows.
Defined in <SDL3/SDL_gpu.h>
SDL_GPUBuffer * SDL_CreateGPUBuffer(
SDL_GPUDevice *device,const SDL_GPUBufferCreateInfo *createinfo);
SDL_GPUDevice * | device | a GPU Context. |
const SDL_GPUBufferCreateInfo * | createinfo | a struct describing the state of the buffer to create. |
(SDL_GPUBuffer *) Returns a buffer object on success, or NULL on failure; call SDL_GetError() for more information.
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.This function is available since SDL 3.2.0.