sdlDrawGpuIndexedPrimitivesIndirect function

void sdlDrawGpuIndexedPrimitivesIndirect(
  1. Pointer<SdlGpuRenderPass> renderPass,
  2. Pointer<SdlGpuBuffer> buffer,
  3. int offset,
  4. 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);
}