> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# DrawInstanced

> Draws non-indexed, instanced primitives.

Draws non-indexed, instanced primitives.

## Syntax

```cpp theme={null}
void DrawInstanced(
    UINT VertexCountPerInstance,
    UINT InstanceCount,
    UINT StartVertexLocation,
    UINT StartInstanceLocation
)
```

### Parameters

*VertexCountPerInstance \[in]*\
Type: UINT

Number of vertices to draw.

*InstanceCount \[in]*\
Type: UINT

Number of instances to draw.

*StartVertexLocation \[in]*\
Type: UINT

Index of the first vertex.

*StartInstanceLocation \[in]*\
Type: UINT

A value added to each index before reading per-instance data from a vertex buffer.

### Return value

Type: void

None.

## Remarks

A draw API submits work to the rendering pipeline.

Instancing might extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be
to draw the same object with different positions and colors.

The vertex data for an instanced draw call typically comes from a vertex buffer that is bound to the pipeline.
But, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV\_InstanceID).

#### Examples

The [D3D12HelloTriangle](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/working-samples) sample uses **ID3D12GraphicsCommandList::DrawInstanced** as follows:

```cpp theme={null}
D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;

```

```cpp theme={null}
void D3D12HelloTriangle::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocator->Reset());

// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));

// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);

// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);

// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_commandList->DrawInstanced(3, 1, 0, 0);

// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));

ThrowIfFailed(m_commandList->Close());
}

```

See [Example Code in the D3D12 Reference](https://learn.microsoft.com/en-us/windows/desktop/direct3d12/notes-on-example-code).

<div class="code" />

## Requirements

**Header:** d3d12\_xs.h or d3d12\_x.h\
**Library:** d3d12\_xs.lib or d3d12\_x.lib\
**Supported Platforms**: XBOX Series consoles and XBOX One family

## See Also

[ID3D12GraphicsCommandList](/reference/graphics/d3d12_xs/interfaces/ID3D12GraphicsCommandList/id3d12graphicscommandlist_xs)


## Related topics

- [D3D12_DRAW_ARGUMENTS](/reference/graphics/d3d12/structs/d3d12_draw_arguments_public.md)
- [DrawIndexedInstanced](/reference/graphics/d3d12/interfaces/id3d12graphicscommandlist/methods/id3d12graphicscommandlist_drawindexedinstanced_public.md)
- [D3D12_DRAW_INDEXED_ARGUMENTS](/reference/graphics/d3d12/structs/d3d12_draw_indexed_arguments_public.md)
- [Cross-network multiplayer implementation example: MMO](/services/xbox-services/multiplayer/concepts/live-console-xr007-mmo-example.md)
- [Handling Multiple PlayFab Logins](/services/playfab/identity/player-identity/login/multiple-logins.md)
