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(This is the documentation for SDL3, which is the current stable version. SDL2 was the previous version!)

SDL_GPUBufferUsageFlags

Specifies how a buffer is intended to be used by the client.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

typedef Uint32 SDL_GPUBufferUsageFlags;

#define SDL_GPU_BUFFERUSAGE_VERTEX                                  (1u << 0) /**< Buffer is a vertex buffer. */
#define SDL_GPU_BUFFERUSAGE_INDEX                                   (1u << 1) /**< Buffer is an index buffer. */
#define SDL_GPU_BUFFERUSAGE_INDIRECT                                (1u << 2) /**< Buffer is an indirect buffer. */
#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ                   (1u << 3) /**< Buffer supports storage reads in graphics stages. */
#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ                    (1u << 4) /**< Buffer supports storage reads in the compute stage. */
#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE                   (1u << 5) /**< Buffer supports storage writes in the compute stage. */

Remarks

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.

Version

This datatype is available since SDL 3.1.3

See Also


CategoryAPI, CategoryAPIDatatype, CategoryGPU


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