GPURenderPassEncoder: drawIndexed() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The drawIndexed()
method of the
GPURenderPassEncoder
interface draws indexed primitives based on the vertex and index buffers provided by setVertexBuffer()
and setIndexBuffer()
.
Syntax
js
drawIndexed(indexCount)
drawIndexed(indexCount, instanceCount)
drawIndexed(indexCount, instanceCount, firstIndex)
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex)
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance)
Parameters
indexCount
-
A number defining the number of indices to draw.
instanceCount
Optional-
A number defining the number of instances to draw. If omitted,
instanceCount
defaults to 1. firstIndex
Optional-
A number defining the offset into the index buffer, in indices, to begin drawing from. If omitted,
firstIndex
defaults to 0. baseVertex
Optional-
A number added to each index value before indexing into the vertex buffers. If omitted,
baseVertex
defaults to 0. firstInstance
Optional-
A number defining the first instance to draw. If omitted,
firstInstance
defaults to 0.
Return value
None (Undefined
).
Examples
In the WebGPU Samples Shadow Mapping example, drawIndexed()
is used in two separate render passes in each animation frame, one to populate the shadow buffer and one to draw the primary view of the scene. Study the example code listing for the full context.
js
// ...
const commandEncoder = device.createCommandEncoder();
{
const shadowPass = commandEncoder.beginRenderPass(shadowPassDescriptor);
shadowPass.setPipeline(shadowPipeline);
shadowPass.setBindGroup(0, sceneBindGroupForShadow);
shadowPass.setBindGroup(1, modelBindGroup);
shadowPass.setVertexBuffer(0, vertexBuffer);
shadowPass.setIndexBuffer(indexBuffer, "uint16");
shadowPass.drawIndexed(indexCount);
shadowPass.end();
}
{
const renderPass = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPass.setPipeline(pipeline);
renderPass.setBindGroup(0, sceneBindGroupForRender);
renderPass.setBindGroup(1, modelBindGroup);
renderPass.setVertexBuffer(0, vertexBuffer);
renderPass.setIndexBuffer(indexBuffer, "uint16");
renderPass.drawIndexed(indexCount);
renderPass.end();
}
// ...
Specifications
Specification |
---|
WebGPU # dom-gpurendercommandsmixin-drawindexed |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API