GPUCommandEncoder: beginRenderPass() method
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 beginRenderPass()
method of the
GPUCommandEncoder
interface starts encoding a render pass, returning a GPURenderPassEncoder
that can be used to control rendering.
Syntax
beginRenderPass(descriptor)
Parameters
descriptor
-
An object containing the following properties:
colorAttachments
-
An array of objects (see Color attachment object structure) defining the color attachments that will be output to when executing this render pass.
depthStencilAttachment
Optional-
An object (see Depth/stencil attachment object structure) defining the depth/stencil attachment that will be output to and tested against when executing this render pass.
label
Optional-
A string providing a label that can be used to identify the object, for example in
GPUError
messages or console warnings. maxDrawCount
Optional-
A number indicating the maximum number of draw calls that will be done in the render pass. This is used by some implementations to size work injected before the render pass. You should keep the default value — 50000000 — unless you know that more draw calls will be done.
occlusionQuerySet
Optional-
The
GPUQuerySet
that will store the occlusion query results for this pass. timestampWrites
Optional-
An array of objects defining where and when timestamp query values will be written for this pass. These objects have the following properties:
location
: An enumerated value specifying when the timestamp will be executed. Available values are:"beginning"
: The timestamp is executed along with the other encoded commands in the compute pass once the correspondingGPUCommandBuffer
is submitted."end"
: The timestamp is executed as part of a separate list of timestamp attachments once the pass ends.
queryIndex
: A number specifying the index position in thequerySet
that the timestamp will be written to.querySet
: TheGPUQuerySet
that the timestamp will be written to.
Note: The
timestamp-query
feature needs to be enabled to use timestamp queries.
Color attachment object structure
Color attachment objects can have the following properties:
clearValue
Optional-
A color value to clear the
view
texture to, prior to executing the render pass. This value is ignored ifloadOp
is not set to"clear"
.clearValue
takes an array or object representing the four color componentsr
,g
,b
, anda
as decimals.What follows is a sample array:
jsclearValue: [0.0, 0.5, 1.0, 1.0];
The object equivalent would look like this:
jsclearValue: { r: 0.0, g: 0.5, b: 1.0, a: 1.0 }
If
clearValue
is omitted, it defaults to{r: 0, g: 0, b: 0, a: 0}
. depthSlice
Optional-
A number representing the index of the 3D depth slice that will be output to for this color attachment, in the case of a 3D
GPUTextureView
view
. When specified, this allows WebGPU to render directly to slices of 3D textures within render passes. loadOp
-
An enumerated value indicating the load operation to perform on
view
prior to executing the render pass. Possible values are:"clear"
: Loads theclearValue
for this attachment into the render pass."load"
: Loads the existing value for this attachment into the render pass.
Note: It is recommended to always use
"clear"
in cases where the initial value doesn't matter, as it will give better performance on some devices such as mobiles. storeOp
-
An enumerated value indicating the store operation to perform on
view
after executing the render pass. Possible values are:"discard"
: Discards the resulting value of the render pass for this attachment."store"
: Stores the resulting value of the render pass for this attachment.
resolveTarget
Optional-
A
GPUTextureView
object representing the texture subresource that will receive the resolved output for this color attachment ifview
is multisampled. view
-
A
GPUTextureView
object representing the texture subresource that will be output to for this color attachment.Note: Each color or depth/stencil attachment must be a unique texture subresource, and texture subresources used as attachments cannot be used inside the render pass.
Depth/stencil attachment object structure
The depthStencilAttachment
object can have the following properties:
depthClearValue
Optional-
A number indicating the value to clear
view
's depth component prior to executing the render pass. This is ignored ifdepthLoadOp
is not set to"clear"
.The value must be between 0.0 and 1.0, inclusive.
depthLoadOp
Optional-
An enumerated value indicating the load operation to perform on
view
's depth component prior to executing the render pass. Possible values are:"clear"
: Loads theclearValue
for this attachment into the render pass."load"
: Loads the existing value for this attachment into the render pass.
Note: It is recommended to always use
"clear"
in cases where the initial value doesn't matter, as it will give better performance on some devices such as mobiles. depthReadOnly
Optional-
A boolean. Setting the value to
true
causes the depth component ofview
to be read-only. IfdepthReadOnly
is omitted, it defaults tofalse
. depthStoreOp
Optional-
An enumerated value indicating the store operation to perform on
view
's depth component after executing the render pass. Possible values are:"discard"
: Discards the resulting value of the render pass for this attachment."store"
: Stores the resulting value of the render pass for this attachment.
stencilClearValue
Optional-
A number indicating the value to clear
view
's stencil component to prior to executing the render pass. This is ignored ifstencilLoadOp
is not set to"clear"
.If
stencilClearValue
is omitted, it defaults to 0. stencilLoadOp
Optional-
An enumerated value indicating the load operation to perform on
view
's stencil component prior to executing the render pass. Possible values are:"clear"
: Loads theclearValue
for this attachment into the render pass."load"
: Loads the existing value for this attachment into the render pass.
Note: It is recommended to always use
"clear"
in cases where the initial value doesn't matter, as it will give better performance on some devices such as mobiles. stencilReadOnly
Optional-
A boolean. Setting the value to
true
causes the stencil component ofview
to be read-only. IfstencilReadOnly
is omitted, it defaults tofalse
. stencilStoreOp
Optional-
An enumerated value indicating the store operation to perform on
view
's stencil component after executing the render pass. Possible values are:"discard"
: Discards the resulting value of the render pass for this attachment."store"
: Stores the resulting value of the render pass for this attachment.
view
-
A
GPUTextureView
object representing the texture subresource that will be output to and read from for this depth/stencil attachment.
Return value
A GPURenderPassEncoder
object instance.
Validation
The following criteria must be met when calling beginRenderPass()
, otherwise a GPUValidationError
is generated and an invalid GPURenderPassEncoder
is returned.
General:
colorAttachments.length
is less than or equal to theGPUDevice
'smaxColorAttachments
limit.- If
colorAttachments
contains onlynull
values,depthStencilAttachment
is provided. - All
view
s incolorAttachments
anddepthStencilAttachment
have equalGPUTexture.sampleCount
values and render extents (GPUTexture.height
,GPUTexture.width
, andGPUTexture.depthOrArrayLayers
). - If
occlusionQuerySet
is set, the referencedGPUQuerySet
has atype
of"occlusion"
.
For color attachment objects
- The
view
is renderable, and theview
's format (i.e. specified in the descriptor of the originatingGPUTexture.createView()
call) is a color renderable format. - If
resolveTarget
is provided:- The
view
's originatingGPUTexture
'ssampleCount
is greater than 1. - The
resolveTarget
's originatingGPUTexture
'ssampleCount
is 1. resolveTarget
is renderable.- The sizes of the subresources that
view
andresolveTarget
provide a view of match. view
's andresolveTarget
's formats match.
- The
- Color attachments bytes per sample is less than or equal to the
GPUDevice
'smaxColorAttachmentBytesPerSample
limit.
For depth/stencil attachment objects:
- The
view
is renderable, and its format is a depth-or-stencil format. - If
depthLoadOp
is set to"clear"
, a validdepthClearValue
is provided. - If
view
's format is a combined depth-or-stencil format,depthReadOnly
matchesstencilReadOnly
. - If
view
's format has a depth aspect, anddepthReadOnly
isfalse
,depthLoadOp
anddepthStoreOp
are provided. - If
view
's format has a depth aspect, anddepthReadOnly
istrue
,depthLoadOp
anddepthStoreOp
are not provided. - If
view
's format has a stencil aspect, andstencilReadOnly
isfalse
,stencilLoadOp
andstencilStoreOp
are provided. - If
view
's format has a stencil aspect, andstencilReadOnly
istrue
,stencilLoadOp
andstencilStoreOp
are not provided.
For timestamp queries:
- The
timestamp-query
feature is enabled in theGPUDevice
. - No two
timestampWrites
objects have the samelocation
. In effect, this means that you can only run two timestamp queries per render pass. - For each timestamp query, the
querySet
GPUQuerySet.type
is"timestamp"
, and thequeryIndex
value is less than theGPUQuerySet.count
. - No two
timestampWrites
objects have the samequeryIndex
andquerySet
pair.
Examples
In our basic render demo, a number of commands are recorded via a GPUCommandEncoder
. These commands originate from the GPURenderPassEncoder
created via beginRenderPass()
:
// ...
// Create GPUCommandEncoder
const commandEncoder = device.createCommandEncoder();
// Create GPURenderPassDescriptor to tell WebGPU which texture to draw into, then initiate render pass
const renderPassDescriptor = {
colorAttachments: [
{
clearValue: clearColor,
loadOp: "clear",
storeOp: "store",
view: context.getCurrentTexture().createView(),
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
// Draw a triangle
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);
// End the render pass
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
// ...
Specifications
Specification |
---|
WebGPU # dom-gpucommandencoder-beginrenderpass |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API