TSdlGpuBufferUsageFlag
Specifies how a buffer is intended to be used by the client.
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.
Definition
Unit: Neslib.Sdl3.Gpu
type TSdlGpuBufferUsageFlag = (Vertex, Index, Indirect, GraphicsStorageRead, ComputeStorageRead, ComputeStorageWrite)