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Graphics.DrawProceduralIndirect

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public static function DrawProceduralIndirect(topology: MeshTopology, bufferWithArgs: ComputeBuffer, argsOffset: int = 0): void;
public static void DrawProceduralIndirect(MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset = 0);

Parameters

topology Topology of the procedural geometry.
bufferWithArgs Buffer with draw arguments.
argsOffset Offset where in the buffer the draw arguments are.

Description

Draws a fully procedural geometry on the GPU.

DrawProceduralIndirect does a draw call on the GPU, without any vertex or index buffers. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is only useful on DirectX 11 or OpenGL Core level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, start instance location. This very much maps to Direct3D11 DrawInstancedIndirect / OpenGL ES 3.1 glDrawArraysIndirect function (on OpenGL ES 3.1 the last argument is reserved and therefore not used).

Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses currently set render target, transformation matrices and currently set shader pass.

There's also a similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.

See Also: Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.