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GPURenderPassEncoder: setVertexBuffer() method

files/en-us/web/api/gpurenderpassencoder/setvertexbuffer/index.md

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{{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.

Syntax

js-nolint
setVertexBuffer(slot, buffer, offset, size)

Parameters

  • slot
    • : A number referencing the vertex buffer slot to set the vertex buffer for.
  • buffer
    • : A {{domxref("GPUBuffer")}} representing the buffer containing the vertex data to use for subsequent drawing commands, or null, in which case any previously-set buffer in the given slot is unset.
  • offset {{optional_inline}}
    • : A number representing the offset, in bytes, into buffer where the vertex data begins. If omitted, offset defaults to 0.
  • size {{optional_inline}}
    • : A number representing the size, in bytes, of the vertex data contained in buffer. If omitted, size defaults to the buffer's {{domxref("GPUBuffer.size")}} - offset.

Return value

None ({{jsxref("Undefined")}}).

Validation

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.

Examples

Set vertex buffer

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.

js
// …

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()]);

// …

Unset vertex buffer

js
// Set vertex buffer in slot 0
passEncoder.setVertexBuffer(0, vertexBuffer);

// Later, unset vertex buffer in slot 0
passEncoder.setVertexBuffer(0, null);

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also