GPURenderPassEncoder: drawIndexed() method
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
Note: This feature is available in Web Workers.
The drawIndexed() method of the
GPURenderPassEncoder interface draws indexed primitives based on the vertex and index buffers provided by setVertexBuffer() and setIndexBuffer().
Syntax
drawIndexed(indexCount)
drawIndexed(indexCount, instanceCount)
drawIndexed(indexCount, instanceCount, firstIndex)
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex)
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance)
Parameters
indexCount-
A number defining the number of indices to draw.
instanceCountOptional-
A number defining the number of instances to draw. If omitted,
instanceCountdefaults to 1. firstIndexOptional-
A number defining the offset into the index buffer, in indices, to begin drawing from. If omitted,
firstIndexdefaults to 0. baseVertexOptional-
A number added to each index value before indexing into the vertex buffers. If omitted,
baseVertexdefaults to 0. firstInstanceOptional-
A number defining the first instance to draw. If omitted,
firstInstancedefaults to 0.
Return value
None (Undefined).
Examples
In the WebGPU Samples Shadow Mapping example, drawIndexed() is used in two separate render passes in each animation frame, one to populate the shadow buffer and one to draw the primary view of the scene. Study the example code listing for the full context.
// …
const commandEncoder = device.createCommandEncoder();
{
const shadowPass = commandEncoder.beginRenderPass(shadowPassDescriptor);
shadowPass.setPipeline(shadowPipeline);
shadowPass.setBindGroup(0, sceneBindGroupForShadow);
shadowPass.setBindGroup(1, modelBindGroup);
shadowPass.setVertexBuffer(0, vertexBuffer);
shadowPass.setIndexBuffer(indexBuffer, "uint16");
shadowPass.drawIndexed(indexCount);
shadowPass.end();
}
{
const renderPass = commandEncoder.beginRenderPass(renderPassDescriptor);
renderPass.setPipeline(pipeline);
renderPass.setBindGroup(0, sceneBindGroupForRender);
renderPass.setBindGroup(1, modelBindGroup);
renderPass.setVertexBuffer(0, vertexBuffer);
renderPass.setIndexBuffer(indexBuffer, "uint16");
renderPass.drawIndexed(indexCount);
renderPass.end();
}
// …
Specifications
| Specification |
|---|
| WebGPU> # dom-gpurendercommandsmixin-drawindexed> |
Browser compatibility
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See also
- The WebGPU API