sdlDrawGpuPrimitives function
void
sdlDrawGpuPrimitives()
Draws data using bound graphics state.
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_vertices the number of vertices to draw. \param num_instances the number of instances that will be drawn. \param first_vertex the index of the first vertex to draw. \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_DrawGPUPrimitives( SDL_GPURenderPass *render_pass, Uint32 num_vertices, Uint32 num_instances, Uint32 first_vertex, Uint32 first_instance)
Implementation
void sdlDrawGpuPrimitives(Pointer<SdlGpuRenderPass> renderPass, int numVertices,
int numInstances, int firstVertex, int firstInstance) {
final sdlDrawGpuPrimitivesLookupFunction = libSdl3.lookupFunction<
Void Function(Pointer<SdlGpuRenderPass> renderPass, Uint32 numVertices,
Uint32 numInstances, Uint32 firstVertex, Uint32 firstInstance),
void Function(
Pointer<SdlGpuRenderPass> renderPass,
int numVertices,
int numInstances,
int firstVertex,
int firstInstance)>('SDL_DrawGPUPrimitives');
return sdlDrawGpuPrimitivesLookupFunction(
renderPass, numVertices, numInstances, firstVertex, firstInstance);
}