Reference

SDL_CreateGPUBuffer(3)

Creates a buffer object to be used in graphics or compute workflows.

NAME

SDL_CreateGPUBuffer - Creates a buffer object to be used in graphics or compute workflows.

HEADER FILE

Defined in SDL3/SDL_gpu.h

SYNOPSIS

#include "SDL3/SDL.h"

SDL_GPUBuffer * SDL_CreateGPUBuffer( SDL_GPUDevice *device, const SDL_GPUBufferCreateInfo *createinfo);

DESCRIPTION

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 ⟨URL: https://moonside.games/posts/sdl-gpu-concepts-cycling/ ⟩

.

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.

FUNCTION PARAMETERS

device

a GPU Context.

createinfo

a struct describing the state of the buffer to create.

RETURN VALUE

( SDL_GPUBuffer
*) Returns a buffer object on success, or NULL on failure; call SDL_GetError () for more information.

AVAILABILITY

This function is available since SDL 3.2.0.

SEE ALSO

•(3), SDL_UploadToGPUBuffer(3), •(3), SDL_DownloadFromGPUBuffer(3), •(3), SDL_CopyGPUBufferToBuffer(3), •(3), SDL_BindGPUVertexBuffers(3), •(3), SDL_BindGPUIndexBuffer(3), •(3), SDL_BindGPUVertexStorageBuffers(3), •(3), SDL_BindGPUFragmentStorageBuffers(3), •(3), SDL_DrawGPUPrimitivesIndirect(3), •(3), SDL_DrawGPUIndexedPrimitivesIndirect(3), •(3), SDL_BindGPUComputeStorageBuffers(3), •(3), SDL_DispatchGPUComputeIndirect(3), •(3), SDL_ReleaseGPUBuffer(3)