WEBGL_multi_draw extension
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
The WEBGL_multi_draw
extension is part of the
WebGL API and allows to render more
than one primitive with a single function call. This can improve a WebGL application's performance
as it reduces binding costs in the renderer and speeds up GPU thread time with uniform data.
When this extension is enabled:
- New methods that handle multiple lists of arguments in one call are added (see method list below).
- The
gl_DrawID
built-in is added to the shading language.
Note: This extension is available to both, WebGL 1 and WebGL 2 contexts.
In shader code, the directive #extension GL_ANGLE_multi_draw
needs to be called to enable the extension.
This extension enables the ANGLE_instanced_arrays
extension implicitly.
Instance methods
ext.multiDrawArraysWEBGL()
-
Renders multiple primitives from array data (identical to multiple calls to
drawArrays
). ext.multiDrawElementsWEBGL()
-
Renders multiple primitives from element array data (identical to multiple calls to
drawElements
). ext.multiDrawArraysInstancedWEBGL()
-
Renders multiple primitives from array data (identical to multiple calls to
drawArraysInstanced
). ext.multiDrawElementsInstancedWEBGL()
-
Renders multiple primitives from element array data (identical to multiple calls to
drawElementsInstanced
).
Shader extension
Note: Although the extension name is named WEBGL_multi_draw
,
the extension must be enabled with the #extension GL_ANGLE_multi_draw
directive to use the extension in a shader.
When this extension is enabled, the gl_DrawID
built-in can be used
in shader code. For any multi*
draw call variant,
the index of the draw i
may be read by the vertex shader
as gl_DrawID
. For non-multi*
calls, the value of
gl_DrawID
is 0
.
<script type="x-shader/x-vertex">
#extension GL_ANGLE_multi_draw : require
void main() {
gl_Position = vec4(gl_DrawID, 0, 0, 1);
}
</script>
Examples
Enabling the extension
WebGL extensions are available using the WebGLRenderingContext.getExtension()
method.
For more information, see also Using Extensions
in the WebGL tutorial.
let ext = gl.getExtension("WEBGL_multi_draw");
Drawing multiple arrays
Example calls for ext.multiDrawArraysWEBGL()
and ext.multiDrawArraysInstancedWEBGL()
:
// multiDrawArrays variant
const firsts = new Int32Array(/* … */);
const counts = new Int32Array(/* … */);
ext.multiDrawArraysWEBGL(gl.TRIANGLES, firsts, 0, counts, 0, firsts.length);
// multiDrawArraysInstanced variant
const firsts = new Int32Array(/* … */);
const counts = new Int32Array(/* … */);
const instanceCounts = new Int32Array(/* … */);
ext.multiDrawArraysInstancedWEBGL(
gl.TRIANGLES,
firsts,
0,
counts,
0,
instanceCounts,
0,
firsts.length,
);
Drawing multiple elements
Example calls for ext.multiDrawElementsWEBGL()
and ext.multiDrawElementsInstancedWEBGL()
.
Assumes that the indices which have been previously uploaded to the
ELEMENT_ARRAY_BUFFER
are to be treated as UNSIGNED_SHORT
.
// multiDrawElements variant
const counts = new Int32Array(/* … */);
const offsets = new Int32Array(/* … */);
ext.multiDrawElementsWEBGL(
gl.TRIANGLES,
counts,
0,
gl.UNSIGNED_SHORT,
offsets,
0,
counts.length,
);
// multiDrawElementsInstanced variant
const counts = new Int32Array(/* … */);
const offsets = new Int32Array(/* … */);
const instanceCounts = new Int32Array(/* … */);
ext.multiDrawElementsInstancedWEBGL(
gl.TRIANGLES,
counts,
0,
gl.UNSIGNED_SHORT,
offsets,
0,
instanceCounts,
0,
counts.length,
);
Specifications
Specification |
---|
WebGL WEBGL_multi_draw Extension Specification |
Browser compatibility
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