GPURenderBundleEncoder: setVertexBuffer() method

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The setVertexBuffer() method of the GPURenderBundleEncoder interface sets the current GPUBuffer for the given slot that will provide vertex data for subsequent drawing commands.

Note: This method is functionally identical to its equivalent on GPURenderPassEncodersetVertexBuffer().

Syntax

js

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.

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.

Return value

None (Undefined).

Validation

The following criteria must be met when calling setVertexBuffer(), otherwise a GPUValidationError is generated and the GPURenderBundleEncoder 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.

Examples

js

function recordRenderPass(
  passEncoder: GPURenderBundleEncoder | GPURenderPassEncoder // TypeScript
) {
  if (settings.dynamicOffsets) {
    passEncoder.setPipeline(dynamicPipeline);
  } else {
    passEncoder.setPipeline(pipeline);
  }
  passEncoder.setVertexBuffer(0, vertexBuffer);
  passEncoder.setBindGroup(0, timeBindGroup);
  const dynamicOffsets = [0];
  for (let i = 0; i < numTriangles; ++i) {
    if (settings.dynamicOffsets) {
      dynamicOffsets[0] = i * alignedUniformBytes;
      passEncoder.setBindGroup(1, dynamicBindGroup, dynamicOffsets);
    } else {
      passEncoder.setBindGroup(1, bindGroups[i]);
    }
    passEncoder.draw(3, 1, 0, 0);
  }
}

The above snippet is taken from the WebGPU Samples Animometer example.

Specifications

Specification
WebGPU
# dom-gpurendercommandsmixin-setvertexbuffer

Browser compatibility

BCD tables only load in the browser

See also