sdlDrawGpuPrimitives function gpu
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); GPU APIs and shader languages do not define these
built-in variables consistently, so if your shader depends on them, the
only way to keep behavior consistent and portable is to always pass 0 for
the correlating parameter in the draw calls.
\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 3.2.0.
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 = _libSdl
.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,
);
}