Buffers
Description
When uploading data to the GPU, OpenGL used target-specific buffer targets (Vertex Object/Array Buffers, etc.). Daxa uses bindless buffers instead. This means a buffer isn’t bound to one target only. One buffer can be used in all of these different bind targets and there is therefore only one buffer ‘type’.
To create a buffer, we simply need the device the memory should be allocated on as well as the allocation size.
To allocate the data needed for our triangle vertex data we can simply create a new buffer: