sdlDrawGpuIndexedPrimitivesIndirect function
void
sdlDrawGpuIndexedPrimitivesIndirect(
- Pointer<
SdlGpuRenderPass> renderPass, - Pointer<
SdlGpuBuffer> buffer, - int offset,
- int drawCount,
Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.
The buffer must consist of tightly-packed draw parameter sets that each match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call this function before binding a graphics pipeline.
\param render_pass a render pass handle. \param buffer a buffer containing draw parameters. \param offset the offset to start reading from the draw buffer. \param draw_count the number of draw parameter sets that should be read from the draw buffer.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect( SDL_GPURenderPass *render_pass, SDL_GPUBuffer *buffer, Uint32 offset, Uint32 draw_count)
Implementation
void sdlDrawGpuIndexedPrimitivesIndirect(Pointer<SdlGpuRenderPass> renderPass,
Pointer<SdlGpuBuffer> buffer, int offset, int drawCount) {
final sdlDrawGpuIndexedPrimitivesIndirectLookupFunction =
libSdl3.lookupFunction<
Void Function(Pointer<SdlGpuRenderPass> renderPass,
Pointer<SdlGpuBuffer> buffer, Uint32 offset, Uint32 drawCount),
void Function(
Pointer<SdlGpuRenderPass> renderPass,
Pointer<SdlGpuBuffer> buffer,
int offset,
int drawCount)>('SDL_DrawGPUIndexedPrimitivesIndirect');
return sdlDrawGpuIndexedPrimitivesIndirectLookupFunction(
renderPass, buffer, offset, drawCount);
}