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The executeBundles()
method of the GPURenderPassEncoder
interface executes commands previously recorded into the referenced GPURenderBundle
s, as part of this render pass.
Note: After calling executeBundles()
the currently set vertex buffers, index buffers, bind groups, and pipeline are all cleared, even if no bundles are actually executed.
bundles
An array of GPURenderBundle
objects, containing the pre-recorded commands to execute.
None (Undefined
).
The following criteria must be met when calling executeBundles()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid.
For each GPURenderBundle
:
depthReadOnly
property (as specified in the descriptor of the originating GPUCommandEncoder.beginRenderPass()
call) is true
, then the bundle's depthReadOnly
property (as specified in the descriptor of the GPUDevice.createRenderBundleEncoder()
call that created the originating GPURenderBundleEncoder
) is also true
.stencilReadOnly
property (as specified in the descriptor of the originating GPUCommandEncoder.beginRenderPass()
call) is true
, then the bundle's stencilReadOnly
property (as specified in the descriptor of the GPUDevice.createRenderBundleEncoder()
call that created the originating GPURenderBundleEncoder
) is also true
.GPURenderPassEncoder.setPipeline()
(as defined in the descriptor of the originating GPUDevice.createRenderPipeline()
call) equals the layout of the render bundle pipeline specified in GPURenderBundleEncoder.setPipeline()
.In the WebGPU Samples Animometer example, a lot of like operations are done on many different objects simultaneously. executeBundles()
is used to reuse the work on multiple render passes to improve performance. Study the example code listing for the full context.
// â¦
return function doDraw(timestamp) {
if (startTime === undefined) {
startTime = timestamp;
}
uniformTime[0] = (timestamp - startTime) / 1000;
device.queue.writeBuffer(uniformBuffer, timeOffset, uniformTime.buffer);
renderPassDescriptor.colorAttachments[0].view = context
.getCurrentTexture()
.createView();
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
if (settings.renderBundles) {
passEncoder.executeBundles([renderBundle]);
} else {
recordRenderPass(passEncoder);
}
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
};
// â¦
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