GPU: device & frameSDL 3.2

SDL_BindGPUVertexBuffers

Tells the next draws which GPU buffers to read vertices from.

Signature

void SDL_BindGPUVertexBuffers(SDL_GPURenderPass *render_pass, Uint32 first_slot, const SDL_GPUBufferBinding *bindings, Uint32 num_bindings);

How it works

Each SDL_GPUBufferBinding is {buffer, offset}: a buffer created with SDL_GPU_BUFFERUSAGE_VERTEX and the byte where the data starts. Slots match the vertex buffer descriptions in the pipeline: slot 0 for positions and colours in the simple case.

Parameters

render_passSDL_GPURenderPass *

The open render pass.

first_slotUint32

The first slot to fill, usually 0.

bindingsconst SDL_GPUBufferBinding *

Array of {buffer, offset}.

num_bindingsUint32

How many bindings.

Example

example.cpp
1SDL_GPUBufferBinding vb{vertexBuffer, 0};
2SDL_BindGPUVertexBuffers(pass, 0, &vb, 1);
Official SDL wiki