GPURenderPassEncoder: draw() method

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

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 draw() method of the GPURenderPassEncoder interface draws primitives based on the vertex buffers provided by setVertexBuffer().

Syntax

js
draw(vertexCount)
draw(vertexCount, instanceCount)
draw(vertexCount, instanceCount, firstVertex)
draw(vertexCount, instanceCount, firstVertex, firstInstance)

Parameters

vertexCount

A number defining the number of vertices to draw.

instanceCount Optional

A number defining the number of instances to draw. If omitted, instanceCount defaults to 1.

firstVertex Optional

A number defining the offset into the vertex buffers, in vertices, to begin drawing from. If omitted, firstVertex defaults to 0.

firstInstance Optional

A number defining the first instance to draw. If omitted, firstInstance defaults to 0.

Return value

None (Undefined).

Examples

In our basic render demo, several commands are recorded via a GPUCommandEncoder. Most of these commands originate from the GPURenderPassEncoder created via GPUCommandEncoder.beginRenderPass(). draw() is used to specify that three vertices should be drawn to create our triangle.

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()]);

// ...

Specifications

Specification
WebGPU
# dom-gpurendercommandsmixin-draw

Browser compatibility

Report problems with this compatibility data on GitHub
desktopmobileserver
Chrome
Edge
Firefox
Opera
Safari
Chrome Android
Firefox for Android
Opera Android
Safari on iOS
Samsung Internet
WebView Android
WebView on iOS
Deno
draw
Experimental

Legend

Tip: you can click/tap on a cell for more information.

Full support
Full support
Partial support
Partial support
In development. Supported in a pre-release version.
In development. Supported in a pre-release version.
No support
No support
Experimental. Expect behavior to change in the future.
See implementation notes.
User must explicitly enable this feature.
Has more compatibility info.

See also