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 GPURenderBundles, 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:

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