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.
Draws data using bound graphics state.
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.