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The setBindGroup()
method of the GPUComputePassEncoder
interface sets the GPUBindGroup
to use for subsequent compute commands, for a given index.
setBindGroup(index, bindGroup)
setBindGroup(index, bindGroup, dynamicOffsets)
setBindGroup(index, bindGroup, dynamicOffsets, dynamicOffsetsStart,
dynamicOffsetsLength)
Parameters
index
The index to set the bind group at. This matches the n
index value of the corresponding @group(n)
attribute in the shader code (GPUShaderModule
) used in the related pipeline.
bindGroup
The GPUBindGroup
to use for subsequent compute commands, or null
, in which case any previously-set bind group in the given slot is unset.
dynamicOffsets
Optional
A value specifying the offset, in bytes, for each entry in bindGroup
with hasDynamicOffset: true
set (i.e., in the descriptor of the GPUDevice.createBindGroupLayout()
call that created the GPUBindGroupLayout
object that the bindGroup
is based on). This value can be:
Uint32Array
containing numbers specifying the offsets.If a Uint32Array
value is specified for dynamicOffsets
, both of the following parameters are also required:
dynamicOffsetsStart
A number specifying the offset, in array elements, into dynamicOffsetsData
, where the dynamic offset data begins.
dynamicOffsetsLength
A number specifying the number of dynamic offset values to be read from in dynamicOffsetsData
.
None (Undefined
).
For setBindGroup()
calls that use a Uint32Array
value for dynamicOffsets
, the call will throw with a RangeError
DOMException
if:
dynamicOffsetsStart
is less than 0.dynamicOffsetsStart
+ dynamicOffsetsLength
is greater than dynamicOffsets.length
.The following criteria must be met when calling dispatchWorkgroups()
, otherwise a GPUValidationError
is generated and the GPUComputePassEncoder
becomes invalid:
index
is less than or equal to the GPUDevice
's maxBindGroups
limit.dynamicOffsets.length
is the same as the number of entries in bindGroup
with hasDynamicOffset: true
set.bindGroup
entries where the bound buffer
's type
is "uniform"
(see GPUDevice.createBindGroupLayout()
), each number in dynamicOffsets
is a multiple of the GPUDevice
's minUniformBufferOffsetAlignment
limit.bindGroup
entries where the bound buffer
's type
is "storage"
or "read-only-storage"
(see GPUDevice.createBindGroupLayout()
), each number in dynamicOffsets
is a multiple of the GPUDevice
's minStorageBufferOffsetAlignment
limit.bindGroup
entry, the bound buffer
's offset
, plus the corresponding layout entry's minBindingSize
, plus the corresponding dynamic offset specified in dynamicOffsets
, is less than or equal to the bound buffer
's size
.In our basic compute demo, several commands are recorded via a GPUCommandEncoder
. Most of these commands originate from the GPUComputePassEncoder
created via beginComputePass()
. The setBindGroup()
call used here is the simplest form, just specifying index and bind group.
const BUFFER_SIZE = 1000;
// â¦
// Create GPUCommandEncoder to encode commands to issue to the GPU
const commandEncoder = device.createCommandEncoder();
// Initiate render pass
const passEncoder = commandEncoder.beginComputePass();
// Issue commands
passEncoder.setPipeline(computePipeline);
passEncoder.setBindGroup(0, bindGroup);
passEncoder.dispatchWorkgroups(Math.ceil(BUFFER_SIZE / 64));
// End the render pass
passEncoder.end();
// Copy output buffer to staging buffer
commandEncoder.copyBufferToBuffer(
output,
0, // Source offset
stagingBuffer,
0, // Destination offset
BUFFER_SIZE,
);
// End frame by passing array of command buffers to command queue for execution
device.queue.submit([commandEncoder.finish()]);
// â¦
Unset bind group
// Set bind group in slot 0
passEncoder.setBindGroup(0, bindGroup);
// Later, unset bind group in slot 0
passEncoder.setBindGroup(0, null);
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