sdlDrawGpuIndexedPrimitives function
Draws data using bound graphics state with an index buffer and instancing enabled.
You must not call this function before binding a graphics pipeline.
Note that the first_vertex
and first_instance
parameters are NOT
compatible with built-in vertex/instance ID variables in shaders (for
example, SV_VertexID). If your shader depends on these variables, the
correlating draw call parameter MUST be 0.
\param render_pass a render pass handle. \param num_indices the number of indices to draw per instance. \param num_instances the number of instances to draw. \param first_index the starting index within the index buffer. \param vertex_offset value added to vertex index before indexing into the vertex buffer. \param first_instance the ID of the first instance to draw.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( SDL_GPURenderPass *render_pass, Uint32 num_indices, Uint32 num_instances, Uint32 first_index, Sint32 vertex_offset, Uint32 first_instance)
Implementation
void sdlDrawGpuIndexedPrimitives(
Pointer<SdlGpuRenderPass> renderPass,
int numIndices,
int numInstances,
int firstIndex,
int vertexOffset,
int firstInstance) {
final sdlDrawGpuIndexedPrimitivesLookupFunction = libSdl3.lookupFunction<
Void Function(
Pointer<SdlGpuRenderPass> renderPass,
Uint32 numIndices,
Uint32 numInstances,
Uint32 firstIndex,
Int32 vertexOffset,
Uint32 firstInstance),
void Function(
Pointer<SdlGpuRenderPass> renderPass,
int numIndices,
int numInstances,
int firstIndex,
int vertexOffset,
int firstInstance)>('SDL_DrawGPUIndexedPrimitives');
return sdlDrawGpuIndexedPrimitivesLookupFunction(renderPass, numIndices,
numInstances, firstIndex, vertexOffset, firstInstance);
}