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