# SDL_DrawGPUPrimitives Draws data using bound graphics state. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c void SDL_DrawGPUPrimitives( SDL_GPURenderPass *render_pass, Uint32 num_vertices, Uint32 num_instances, Uint32 first_vertex, Uint32 first_instance); ``` ## Function Parameters | | | | | ---------------------------------------- | ------------------ | ------------------------------------------- | | [SDL_GPURenderPass](SDL_GPURenderPass) * | **render_pass** | a render pass handle. | | [Uint32](Uint32) | **num_vertices** | the number of vertices to draw. | | [Uint32](Uint32) | **num_instances** | the number of instances that will be drawn. | | [Uint32](Uint32) | **first_vertex** | the index of the first vertex to draw. | | [Uint32](Uint32) | **first_instance** | the ID of the first instance to draw. | ## Remarks 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. ## Version This function is available since SDL 3.2.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)