GPURenderBundle
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 GPURenderBundle
interface of the WebGPU API represents a container for pre-recorded bundles of commands.
The command bundles are encoded using a GPURenderBundleEncoder
; once the desired commands have been encoded, they are recorded into a GPURenderBundle
object instance using the GPURenderBundleEncoder.finish()
method.
These command bundles can then be reused across multiple render passes by passing the GPURenderBundle
objects into GPURenderPassEncoder.executeBundles()
calls. Reusing pre-recoded commands can significantly improve app performance in situations where JavaScript draw call overhead is a bottleneck. Render bundles are most effective in situations where a batch of objects will be drawn the same way across multiple views or frames, with the only differences being the buffer content being used (such as updated matrix uniforms).
A good example is VR rendering. Recording the rendering as a render bundle and then tweaking the view matrix and replaying it for each eye is a more efficient way to issue draw calls for both renderings of the scene.
Instance properties
Examples
In the WebGPU Samples Animometer example, a lot of like operations are done on many different objects simultaneously. A render bundle is encoded using the following function:
function recordRenderPass(
passEncoder: GPURenderBundleEncoder | GPURenderPassEncoder
) {
if (settings.dynamicOffsets) {
passEncoder.setPipeline(dynamicPipeline);
} else {
passEncoder.setPipeline(pipeline);
}
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.setBindGroup(0, timeBindGroup);
const dynamicOffsets = [0];
for (let i = 0; i < numTriangles; ++i) {
if (settings.dynamicOffsets) {
dynamicOffsets[0] = i * alignedUniformBytes;
passEncoder.setBindGroup(1, dynamicBindGroup, dynamicOffsets);
} else {
passEncoder.setBindGroup(1, bindGroups[i]);
}
passEncoder.draw(3, 1, 0, 0);
}
}
Later on, a GPURenderBundleEncoder
is created, the function is invoked, and the render bundle is recorded using GPURenderBundleEncoder.finish()
:
const renderBundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
});
recordRenderPass(renderBundleEncoder);
const renderBundle = renderBundleEncoder.finish();
GPURenderPassEncoder.executeBundles()
is then used to reuse the work across 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
Specification |
---|
WebGPU # gpurenderbundle |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API