Structure

MTLDrawIndexedPrimitivesIndirectArguments

The data layout required for drawing indexed primitives via indirect buffer calls.

Declaration

typedef struct {
    ...
} MTLDrawIndexedPrimitivesIndirectArguments;

Overview

Topics

Fields

indexCount

For each instance, the number of indices to read from the index buffer.

instanceCount

The number of instances to draw.

indexStart

The first index to draw.

baseVertex

The first vertex to draw.

baseInstance

The first instance to draw.

See Also

Drawing Geometric Primitives and Tessellated Patches Indirectly

Specifying Drawing and Dispatch Arguments Indirectly

Use indirect commands if you don't know your draw or dispatch call arguments when you encode the command.

- drawPrimitives:indirectBuffer:indirectBufferOffset:

Encodes a command to render a number of instances of primitives using vertex data in contiguous array elements, starting from a base instance.

Required.

- drawIndexedPrimitives:indexType:indexBuffer:indexBufferOffset:indirectBuffer:indirectBufferOffset:

Encodes a command to render a number of instances of primitives using index data in contiguous array elements, starting from the base vertex of a base instance.

Required.

- drawPatches:patchIndexBuffer:patchIndexBufferOffset:indirectBuffer:indirectBufferOffset:

Encodes a command to render a number of instances of tessellated patches, using an indirect buffer.

Required.

- drawIndexedPatches:patchIndexBuffer:patchIndexBufferOffset:controlPointIndexBuffer:controlPointIndexBufferOffset:indirectBuffer:indirectBufferOffset:

Encodes a command to render a number of instances of tessellated patches, using a control point index buffer and an indirect buffer.

Required.

MTLDrawPrimitivesIndirectArguments

The data layout required for drawing primitives via indirect buffer calls.

MTLDrawPatchIndirectArguments

The data layout required for drawing patches via indirect buffer calls.