Provided by: libsdl3-doc_3.2.8+ds-1_all bug

NAME

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

HEADER FILE

       Defined in SDL3/SDL_gpu.h

SYNOPSIS

       #include "SDL3/SDL.h"

       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. */

DESCRIPTION

       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.

       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.

AVAILABILITY

       This datatype is available since SDL 3.2.0.

SEE ALSO

       (3), SDL_CreateGPUBuffer(3)

Simple Directmedia Layer                            SDL 3.2.8                     SDL_GPUBufferUsageFlags(3type)