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with a pre-allocated pixels (buffer) might be more versatile as a surface can be created from it. on the other hand from a surface it can be easily accessed to the pixel buffer...
The reason for this function would be to reuse the same surface/buffer so for e.g. in openGL can be persistently mapped and used with PBO for streaming texture from disk more efficiently. Basically it comes down to do a streamed animation.
What is missing it might be to have also a sibling function to read metadata of the image so the width,height,channels can be read and creating accordingly the surface/buffer.