GPURenderPassEncoder: executeBundles() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
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.
Syntax
js
executeBundles(bundles)
Parameters
bundles
-
An array of
GPURenderBundle
objects, containing the pre-recorded commands to execute.
Return value
None (Undefined
).
Validation
The following criteria must be met when calling executeBundles()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid.
For each GPURenderBundle
:
- If the render pass's
depthReadOnly
property (as specified in the descriptor of the originatingGPUCommandEncoder.beginRenderPass()
call) istrue
, then the bundle'sdepthReadOnly
property (as specified in the descriptor of theGPUDevice.createRenderBundleEncoder()
call that created the originatingGPURenderBundleEncoder
) is alsotrue
. - If the render pass's
stencilReadOnly
property (as specified in the descriptor of the originatingGPUCommandEncoder.beginRenderPass()
call) istrue
, then the bundle'sstencilReadOnly
property (as specified in the descriptor of theGPUDevice.createRenderBundleEncoder()
call that created the originatingGPURenderBundleEncoder
) is alsotrue
. - The layout of the render pipeline specified in
GPURenderPassEncoder.setPipeline()
(as defined in the descriptor of the originatingGPUDevice.createRenderPipeline()
call) equals the layout of the render bundle pipeline specified inGPURenderBundleEncoder.setPipeline()
.
Examples
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.
js
// ...
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()]);
};
// ...
Specifications
Specification |
---|
WebGPU # dom-gpurenderpassencoder-executebundles |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API