files/en-us/web/api/gpurenderpassencoder/setvertexbuffer/index.md
{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}
The setVertexBuffer() method of the
{{domxref("GPURenderPassEncoder")}} interface sets or unsets the current {{domxref("GPUBuffer")}} for the given slot that will provide vertex data for subsequent drawing commands.
setVertexBuffer(slot, buffer, offset, size)
slot
buffer
null, in which case any previously-set buffer in the given slot is unset.offset {{optional_inline}}
buffer where the vertex data begins. If omitted, offset defaults to 0.size {{optional_inline}}
buffer. If omitted, size defaults to the buffer's {{domxref("GPUBuffer.size")}} - offset.None ({{jsxref("Undefined")}}).
The following criteria must be met when calling setVertexBuffer(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPURenderPassEncoder")}} becomes invalid:
buffer's {{domxref("GPUBuffer.usage")}} contains the GPUBufferUsage.VERTEX flag.slot is less than the {{domxref("GPUDevice")}}'s maxVertexBuffers {{domxref("GPUSupportedLimits", "limit", "", "nocode")}}.offset + size is less than or equal to the buffer's {{domxref("GPUBuffer.size")}}.offset is a multiple of 4.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()")}}. setVertexBuffer() is used as appropriate to set the source of vertex data.
// …
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()]);
// …
// Set vertex buffer in slot 0
passEncoder.setVertexBuffer(0, vertexBuffer);
// Later, unset vertex buffer in slot 0
passEncoder.setVertexBuffer(0, null);
{{Specifications}}
{{Compat}}