Draws data using bound graphics state.
Defined in <SDL3/SDL_gpu.h>
void SDL_DrawGPUPrimitives(
SDL_GPURenderPass *render_pass,
Uint32 num_vertices,
Uint32 num_instances,
Uint32 first_vertex, Uint32 first_instance);
SDL_GPURenderPass * | render_pass | a render pass handle. |
Uint32 | num_vertices | the number of vertices to draw. |
Uint32 | num_instances | the number of instances that will be drawn. |
Uint32 | first_vertex | the index of the first vertex to draw. |
Uint32 | first_instance | the ID of the first instance to draw. |
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.
This function is available since SDL 3.2.0.