GPURenderPassEncoder: drawIndexedIndirect() method
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Check the Browser compatibility table carefully before using this in production.
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The drawIndexedIndirect()
method of the
GPURenderPassEncoder
interface draws indexed primitives using parameters read from a GPUBuffer
.
Syntax
drawIndexedIndirect(indirectBuffer, indirectOffset)
Parameters
indirectBuffer
-
A
GPUBuffer
containing theindexCount
,instanceCount
,firstIndex
,baseVertex
, andfirstInstance
values needed to carry out the drawing operation. The buffer must contain a tightly packed block of five 32-bit unsigned integer values representing the values (20 bytes total), given in the same order as the arguments forGPURenderPassEncoder.drawIndexed()
. So for example:jsconst uint32 = new Uint32Array(5); uint32[0] = 3; // The indexCount value uint32[1] = 1; // The instanceCount value uint32[2] = 0; // The firstIndex value uint32[3] = 0; // The baseVertex value uint32[4] = 0; // The firstInstance value // Write values into a GPUBuffer device.queue.writeBuffer(buffer, 0, uint32, 0, uint32.length);
indirectOffset
-
The offset, in bytes, into
indirectBuffer
where the value data begins.
Return value
None (Undefined
).
Validation
The following criteria must be met when calling drawIndirect()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid:
indirectBuffer
'sGPUBuffer.usage
contains theGPUBufferUsage.INDIRECT
flag.indirectOffset
+ the total size specified by the value parameters in theindirectBuffer
is less than or equal to theindirectBuffer
'sGPUBuffer.size
.indirectOffset
is a multiple of 4.
Examples
// ...
// Create GPURenderPassEncoder
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
// Set pipeline and vertex buffer
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.setIndexBuffer(indexBuffer, "uint16");
// Create drawIndexedIndirect values
const uint32 = new Uint32Array(5);
uint32[0] = 3;
uint32[1] = 1;
uint32[2] = 0;
uint32[3] = 0;
uint32[4] = 0;
// Create a GPUBuffer and write the draw values into it
const drawValues = device.createBuffer({
size: 20,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.INDIRECT,
});
device.queue.writeBuffer(drawValues, 0, uint32, 0, uint32.length);
// Draw the vertices
passEncoder.drawIndexedIndirect(drawValues, 0);
// End the render pass
passEncoder.end();
// End frame by passing array of GPUCommandBuffers to command queue for execution
device.queue.submit([commandEncoder.finish()]);
// ...
Specifications
Specification |
---|
WebGPU # dom-gpurendercommandsmixin-drawindexedindirect |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API