web api instance method
GPURenderPassEncoder: executeBundles() method
Secure contextAvailable in workers
The executeBundles() method of the
GPURenderPassEncoder interface executes commands previously recorded into the referenced GPURenderBundles, as part of this render pass.
[!NOTE] After calling
executeBundles()the currently set vertex buffers, index buffers, bind groups, and pipeline are all cleared, even if no bundles are actually executed.
Syntax
executeBundles(bundles)
Parameters
bundles- : An array of
GPURenderBundleobjects, containing the pre-recorded commands to execute.
- : An array of
Return value
None (undefined).
Validation
The following criteria must be met when calling executeBundles(), otherwise a GPUValidationError is generated and the GPURenderPassEncoder becomes invalid.
For each GPURenderBundle:
- If the render pass’s
depthReadOnlyproperty (as specified in the descriptor of the originatingbeginRenderPass()call) istrue, then the bundle’sdepthReadOnlyproperty (as specified in the descriptor of thecreateRenderBundleEncoder()call that created the originatingGPURenderBundleEncoder) is alsotrue. - If the render pass’s
stencilReadOnlyproperty (as specified in the descriptor of the originatingbeginRenderPass()call) istrue, then the bundle’sstencilReadOnlyproperty (as specified in the descriptor of thecreateRenderBundleEncoder()call that created the originatingGPURenderBundleEncoder) is alsotrue. - The layout of the render pipeline specified in
setPipeline()(as defined in the descriptor of the originatingcreateRenderPipeline()call) equals the layout of the render bundle pipeline specified insetPipeline().
Examples
In the WebGPU Samples Animometer example, a lot of like operations are done on many different objects simultaneously. executeBundles() is used to reuse the work on multiple render passes to improve performance. Study the example code listing for the full context.
// …
return function doDraw(timestamp) {
if (startTime === undefined) {
startTime = timestamp;
}
uniformTime[0] = (timestamp - startTime) / 1000;
device.queue.writeBuffer(uniformBuffer, timeOffset, uniformTime.buffer);
renderPassDescriptor.colorAttachments[0].view = context
.getCurrentTexture()
.createView();
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
if (settings.renderBundles) {
passEncoder.executeBundles([renderBundle]);
} else {
recordRenderPass(passEncoder);
}
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
};
// …
Specifications
Browser compatibility
See also
- The WebGPU API