Draws data using bound graphics state with an index buffer and instancing enabled.
Defined in <SDL3/SDL_gpu.h>
void SDL_DrawGPUIndexedPrimitives(
    SDL_GPURenderPass *render_pass,
    Uint32 num_indices,
    Uint32 num_instances,
    Uint32 first_index,
    Sint32 vertex_offset,
    Uint32 first_instance);| SDL_GPURenderPass * | render_pass | a render pass handle. | 
| Uint32 | num_indices | the number of indices to draw per instance. | 
| Uint32 | num_instances | the number of instances to draw. | 
| Uint32 | first_index | the starting index within the index buffer. | 
| Sint32 | vertex_offset | value added to vertex index before indexing into the vertex buffer. | 
| 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.