GPURenderPassEncoder: setVertexBuffer() method

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The setVertexBuffer() method of the GPURenderPassEncoder interface sets or unsets the current GPUBuffer for the given slot that will provide vertex data for subsequent drawing commands.


setVertexBuffer(slot, buffer, offset, size)



A number referencing the vertex buffer slot to set the vertex buffer for.


A 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

A number representing the offset, in bytes, into buffer where the vertex data begins. If omitted, offset defaults to 0.

size Optional

A number representing the size, in bytes, of the vertex data contained in buffer. If omitted, size defaults to the buffer's GPUBuffer.size - offset.

Return value

None (Undefined).


The following criteria must be met when calling setVertexBuffer(), otherwise a GPUValidationError is generated and the GPURenderPassEncoder becomes invalid:

  • buffer's GPUBuffer.usage contains the GPUBufferUsage.VERTEX flag.
  • slot is less than the GPUDevice's maxVertexBuffers limit.
  • offset + size is less than or equal to the buffer's GPUBuffer.size.
  • offset is a multiple of 4.


Set vertex buffer

In our basic render demo, several commands are recorded via a GPUCommandEncoder. Most of these commands originate from the GPURenderPassEncoder created via 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.setVertexBuffer(0, vertexBuffer);

// End the render pass

// End frame by passing array of command buffers to command queue for execution

// ...

Unset vertex buffer

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

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


# dom-gpurendercommandsmixin-setvertexbuffer

Browser compatibility

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See also