Man page - sdl_drawgpuindexedprimitives(3)

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Manual

SDL_DrawGPUIndexedPrimitives

NAME
HEADER FILE
SYNOPSIS
DESCRIPTION
FUNCTION PARAMETERS
AVAILABILITY

NAME

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

HEADER FILE

Defined in SDL3/SDL_gpu.h

SYNOPSIS

#include "SDL3/SDL.h"

void SDL_DrawGPUIndexedPrimitives(
SDL_GPURenderPass *render_pass,
Uint32 num_indices,
Uint32 num_instances,
Uint32 first_index,
Sint32 vertex_offset,
Uint32 first_instance);

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.

AVAILABILITY

This function is available since SDL 3.2.0.