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webgl extension

WEBGL_multi_draw extension

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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

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 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

SpecificationsStandards references are available on the canonical MDN page.

Browser compatibility

Browser compatibilityCompatibility data is available on the canonical MDN page.

See also