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SDL_DrawGPUIndexedPrimitives - Draws data using bound graphics state with an index buffer and instancing

Availability

       This function is available since SDL 3.2.0.

Simple Directmedia Layer                           SDL 3.2.20                    SDL_DrawGPUIndexedPrimitives(3)

Description

       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.

Function Parameters

render_pass
              a render pass handle.

       num_indices
              the number of indices to draw per instance.

       num_instances
              the number of instances to draw.

       first_index
              the starting index within the index buffer.

       vertex_offset
              value added to vertex index before indexing into the vertex buffer.

       first_instance
              the ID of the first instance to draw.

Name

       SDL_DrawGPUIndexedPrimitives  - Draws data using bound graphics state with an index buffer and instancing
       enabled.

Synopsis

#include<SDL3/SDL_gpu.h>voidSDL_DrawGPUIndexedPrimitives(SDL_GPURenderPass*render_pass,Uint32num_indices,Uint32num_instances,Uint32first_index,Sint32vertex_offset,Uint32first_instance);

See Also