The setBindGroup()
method of the GPURenderPassEncoder
interface sets the GPUBindGroup
to use for subsequent render commands, for a given index.
setBindGroup(index, bindGroup)
setBindGroup(index, bindGroup, dynamicOffsets)
setBindGroup(index, bindGroup, dynamicOffsets, dynamicOffsetsStart,
dynamicOffsetsLength)
Parameters
index
-
The index to set the bind group at. This matches the n
index value of the corresponding @group(n)
attribute in the shader code (GPUShaderModule
) used in the related pipeline.
bindGroup
-
The GPUBindGroup
to use for subsequent render commands.
-
dynamicOffsets
Optional
-
A value specifying the offset, in bytes, for each entry in bindGroup
with hasDynamicOffset: true
set (i.e. in the descriptor of the GPUDevice.createBindGroupLayout()
call that created the GPUBindGroupLayout
object that the bindGroup
is based on). This value can be:
- An array of numbers specifying the different offsets.
- A
Uint32Array
containing numbers specifying the offsets.
If a Uint32Array
value is specified for dynamicOffsets
, both of the following parameters are also required:
dynamicOffsetsStart
-
A number specifying the offset, in array elements, into dynamicOffsetsData
, where the dynamic offset data begins.
dynamicOffsetsLength
-
A number specifying the number of dynamic offset values to be read from in dynamicOffsetsData
.
For setBindGroup()
calls that use a Uint32Array
value for dynamicOffsets
, the call will throw with a RangeError
DOMException
if:
-
dynamicOffsetsStart
is less than 0. -
dynamicOffsetsStart
+ dynamicOffsetsLength
is greater than dynamicOffsets.length
.
The following criteria must be met when calling setBindGroup()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid:
-
index
is less than or equal to the GPUDevice
's maxBindGroups
limit. -
dynamicOffsets.length
is the same as the number of entries in bindGroup
with hasDynamicOffset: true
set. - For
bindGroup
entries where the bound buffer
's type
is "uniform"
(see GPUDevice.createBindGroupLayout()
), each number in dynamicOffsets
is a multiple of the GPUDevice
's minUniformBufferOffsetAlignment
limit. - For
bindGroup
entries where the bound buffer
's type
is "storage"
or "read-only-storage"
(see GPUDevice.createBindGroupLayout()
), each number in dynamicOffsets
is a multiple of the GPUDevice
's minStorageBufferOffsetAlignment
limit. - For each
bindGroup
entry, the bound buffer
's offset
, plus the corresponding layout entry's minBindingSize
, plus the corresponding dynamic offset specified in dynamicOffsets
, is less than or equal to the bound buffer
's size
.
In the WebGPU Samples Textured Cube example, setBindGroup()
is used to bind the uniformBindGroup
to index position 0. Check out the example for the full context.
const commandEncoder = device.createCommandEncoder();
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.setBindGroup(0, uniformBindGroup);
passEncoder.setVertexBuffer(0, verticesBuffer);
passEncoder.draw(cubeVertexCount, 1, 0, 0);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
Note: Study the other WebGPU Samples for more examples of setBindGroup()
usage.