files/en-us/web/api/gpurenderpassencoder/draw/index.md
{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}
The draw() method of the
{{domxref("GPURenderPassEncoder")}} interface draws primitives based on the vertex buffers provided by {{domxref("GPURenderPassEncoder.setVertexBuffer", "setVertexBuffer()")}}.
draw(vertexCount)
draw(vertexCount, instanceCount)
draw(vertexCount, instanceCount, firstVertex)
draw(vertexCount, instanceCount, firstVertex, firstInstance)
vertexCount
instanceCount {{optional_inline}}
instanceCount defaults to 1.firstVertex {{optional_inline}}
firstVertex defaults to 0.firstInstance {{optional_inline}}
firstInstance defaults to 0.None ({{jsxref("Undefined")}}).
In our basic render demo, several commands are recorded via a {{domxref("GPUCommandEncoder")}}. Most of these commands originate from the GPURenderPassEncoder created via {{domxref("GPUCommandEncoder.beginRenderPass()")}}. draw() is used to specify that three vertices should be drawn to create our triangle.
// …
const renderPipeline = device.createRenderPipeline(pipelineDescriptor);
// Create GPUCommandEncoder to issue commands to the GPU
// Note: render pass descriptor, command encoder, etc. are destroyed after use, fresh one needed for each frame.
const commandEncoder = device.createCommandEncoder();
// Create GPURenderPassDescriptor to tell WebGPU which texture to draw into, then initiate render pass
const renderPassDescriptor = {
colorAttachments: [
{
clearValue: clearColor,
loadOp: "clear",
storeOp: "store",
view: context.getCurrentTexture().createView(),
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
// Draw the triangle
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);
// End the render pass
passEncoder.end();
// End frame by passing array of command buffers to command queue for execution
device.queue.submit([commandEncoder.finish()]);
// …
{{Specifications}}
{{Compat}}