GPURenderBundleEncoder: setVertexBuffer() method
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
Note: This feature is available in Web Workers.
The setVertexBuffer() method of the
GPURenderBundleEncoder interface sets or unsets the current GPUBuffer for the given slot that will provide vertex data for subsequent drawing commands.
Note:
This method is functionally identical to its equivalent on GPURenderPassEncoder — setVertexBuffer().
Syntax
setVertexBuffer(slot, buffer, offset, size)
Parameters
slot-
A number referencing the vertex buffer slot to set the vertex buffer for.
buffer-
A
GPUBufferrepresenting the buffer containing the vertex data to use for subsequent drawing commands, ornull, in which case any previously-set buffer in the given slot is unset. offsetOptional-
A number representing the offset, in bytes, into
bufferwhere the vertex data begins. If omitted,offsetdefaults to 0. sizeOptional-
A number representing the size, in bytes, of the vertex data contained in
buffer. If omitted,sizedefaults to thebuffer'sGPUBuffer.size-offset.
Return value
None (Undefined).
Validation
The following criteria must be met when calling setVertexBuffer(), otherwise a GPUValidationError is generated and the GPURenderBundleEncoder becomes invalid:
buffer'sGPUBuffer.usagecontains theGPUBufferUsage.VERTEXflag.slotis less than theGPUDevice'smaxVertexBufferslimit.offset+sizeis less than or equal to thebuffer'sGPUBuffer.size.offsetis a multiple of 4.
Examples
>Set vertex buffer
function recordRenderPass(passEncoder) {
if (settings.dynamicOffsets) {
passEncoder.setPipeline(dynamicPipeline);
} else {
passEncoder.setPipeline(pipeline);
}
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.setBindGroup(0, timeBindGroup);
const dynamicOffsets = [0];
for (let i = 0; i < numTriangles; ++i) {
if (settings.dynamicOffsets) {
dynamicOffsets[0] = i * alignedUniformBytes;
passEncoder.setBindGroup(1, dynamicBindGroup, dynamicOffsets);
} else {
passEncoder.setBindGroup(1, bindGroups[i]);
}
passEncoder.draw(3, 1, 0, 0);
}
}
The above snippet is taken from the WebGPU Samples Animometer example.
Unset vertex buffer
// Set vertex buffer in slot 0
passEncoder.setVertexBuffer(0, vertexBuffer);
// Later, unset vertex buffer in slot 0
passEncoder.setVertexBuffer(0, null);
Specifications
| Specification |
|---|
| WebGPU> # dom-gpurendercommandsmixin-setvertexbuffer> |
Browser compatibility
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See also
- The WebGPU API