csharp
public struct DrawCommandOne indexed draw, in the layout every API's indirect argument buffer expects.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The field order is vkCmdDrawIndexedIndirect's and D3D12's, and it is not ours to choose: the GPU's command processor reads these bytes directly. Twenty bytes, which is DrawIndexedIndirect's default stride and Stride.
Fields and properties (5)
public uint IndexCountHow many indices to draw.
public uint InstanceCountHow many instances. Zero is what culling writes, and draws nothing.
public uint FirstIndexThe first index into the index buffer.
public uint VertexOffsetAdded to every index before the vertex is fetched.
public uint FirstInstanceThe instance the draw starts at, which the shader reads as its base.
Used by (23)
- DrawCompactionTestsVixen.Rendering.Tests
- FoliageBatchVixen.Rendering.Terrain
- FoliageCullPassVixen.Rendering.Terrain
- FoliageCullPassTestsVixen.Rendering.Terrain.Tests
- FoliageDrawVixen.Rendering.Terrain
- FoliageRendererVixen.Rendering.Terrain
- FoliageRendererTestsVixen.Rendering.Terrain.Tests
- GpuClusterRasterVixen.Rendering
- GpuDrawArgumentsVixen.Rendering
- GpuVisibilityGroupTestsVixen.Rendering.Tests
- GrassBatchVixen.Rendering.Terrain
- GrassDispatchVixen.Rendering.Terrain
- GrassDispatchTestsVixen.Rendering.Terrain.Tests
- GrassDrawVixen.Rendering.Terrain
- GrassDrawPassVixen.Rendering.Terrain
- GrassDrawPassTestsVixen.Rendering.Terrain.Tests
- GrassRendererVixen.Rendering.Terrain
- GrassRendererTestsVixen.Rendering.Terrain.Tests
- IDrawArgumentSourceVixen.Rendering
- InstanceCullerVixen.Rendering
- InstanceCullingTestsVixen.Rendering.Tests
- MeshRenderFeatureVixen.Rendering
- ViewCullingDeviceTestsVixen.Graphics.Golden.Tests