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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)

See Also

Enumeration Values

Vertex = 0


Index = 1


Indirect = 2


GraphicsStorageRead = 3


ComputeStorageRead = 4


ComputeStorageWrite = 5