GPURenderPassEncoder: setVertexBuffer() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
The setVertexBuffer() method of the
GPURenderPassEncoder interface sets or unsets the current GPUBuffer for the given slot that will provide vertex data for subsequent drawing commands.
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 GPURenderPassEncoder 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
In our basic render demo, several commands are recorded via a GPUCommandEncoder. Most of these commands originate from the GPURenderPassEncoder created via GPUCommandEncoder.beginRenderPass(). setVertexBuffer() is used as appropriate to set the source of vertex data.
// ...
const renderPipeline = device.createRenderPipeline(pipelineDescriptor);
// Create GPUCommandEncoder to issue commands to the GPU
// Note: render pass descriptor, command encoder, etc. are destroyed after use, fresh one needed for each frame.
const commandEncoder = device.createCommandEncoder();
// Create GPURenderPassDescriptor to tell WebGPU which texture to draw into, then initiate render pass
const renderPassDescriptor = {
colorAttachments: [
{
clearValue: clearColor,
loadOp: "clear",
storeOp: "store",
view: context.getCurrentTexture().createView(),
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
// Draw the triangle
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);
// End the render pass
passEncoder.end();
// End frame by passing array of command buffers to command queue for execution
device.queue.submit([commandEncoder.finish()]);
// ...
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
BCD tables only load in the browser
See also
- The WebGPU API