Graphics.DrawProceduralIndirect
static function DrawProceduralIndirect(topology: MeshTopology, bufferWithArgs: ComputeBuffer, argsOffset: int = 0): void;
static void DrawProceduralIndirect(MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset = 0);
static def DrawProceduralIndirect(topology as MeshTopology, bufferWithArgs as ComputeBuffer, argsOffset as int = 0) as void
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 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 function.

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