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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.
setVertexBuffer(slot, buffer, offset, size)
Parameters
slot
A number referencing the vertex buffer slot to set the vertex buffer for.
buffer
A GPUBuffer
representing the buffer containing the vertex data to use for subsequent drawing commands, or null
, in which case any previously-set buffer in the given slot is unset.
offset
Optional
A number representing the offset, in bytes, into buffer
where the vertex data begins. If omitted, offset
defaults to 0.
size
Optional
A number representing the size, in bytes, of the vertex data contained in buffer
. If omitted, size
defaults to the buffer
's GPUBuffer.size
- offset
.
None (Undefined
).
The following criteria must be met when calling setVertexBuffer()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid:
buffer
's GPUBuffer.usage
contains the GPUBufferUsage.VERTEX
flag.slot
is less than the GPUDevice
's maxVertexBuffers
limit.offset
+ size
is less than or equal to the buffer
's GPUBuffer.size
.offset
is a multiple of 4.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.
// â¦
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()]);
// â¦
Unset vertex buffer
// Set vertex buffer in slot 0
passEncoder.setVertexBuffer(0, vertexBuffer);
// Later, unset vertex buffer in slot 0
passEncoder.setVertexBuffer(0, null);
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