sdlDrawGpuPrimitives function

void sdlDrawGpuPrimitives(
  1. Pointer<SdlGpuRenderPass> renderPass,
  2. int numVertices,
  3. int numInstances,
  4. int firstVertex,
  5. int firstInstance,
)

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);
}