files/en-us/web/api/gpurenderpassencoder/executebundles/index.md
{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}
The executeBundles() method of the
{{domxref("GPURenderPassEncoder")}} interface executes commands previously recorded into the referenced {{domxref("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.
executeBundles(bundles)
bundles
None ({{jsxref("Undefined")}}).
The following criteria must be met when calling executeBundles(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPURenderPassEncoder")}} becomes invalid.
For each {{domxref("GPURenderBundle")}}:
depthReadOnly property (as specified in the descriptor of the originating {{domxref("GPUCommandEncoder.beginRenderPass()")}} call) is true, then the bundle's depthReadOnly property (as specified in the descriptor of the {{domxref("GPUDevice.createRenderBundleEncoder()")}} call that created the originating {{domxref("GPURenderBundleEncoder")}}) is also true.stencilReadOnly property (as specified in the descriptor of the originating {{domxref("GPUCommandEncoder.beginRenderPass()")}} call) is true, then the bundle's stencilReadOnly property (as specified in the descriptor of the {{domxref("GPUDevice.createRenderBundleEncoder()")}} call that created the originating {{domxref("GPURenderBundleEncoder")}}) is also true.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.
// …
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}}
{{Compat}}