GPURenderPassEncoder: end() 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 end()
method of the
GPURenderPassEncoder
interface completes recording of the current render pass command sequence.
Syntax
end()
Parameters
None.
Return value
None (Undefined
).
Validation
The following criteria must be met when calling end()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid:
- The
GPURenderPassEncoder
is open (i.e. not already ended via anend()
call). - There is no occlusion query (i.e. started via
beginOcclusionQuery()
) active on the current render pass. - The debug stack for the current render pass is empty (i.e. no render pass debug group is currently open, as opened by
pushDebugGroup()
). - The number of draw commands encoded in this render pass is less than or equal to the
maxDrawCount
property set in theGPUCommandEncoder.beginRenderPass()
descriptor.
Examples
In our basic render demo, several commands are recorded via a GPUCommandEncoder
. Most of these commands originate from the GPURenderPassEncoder
created via GPUCommandEncoder.beginRenderPass()
. end()
is called in an appropriate place to end the render pass.
// ...
const renderPipeline = device.createRenderPipeline(pipelineDescriptor);
// Create GPUCommandEncoder to issue commands to the GPU
// Note: render pass descriptor, command encoder, etc. are destroyed after use, fresh one needed for each frame.
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 the triangle
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);
// End the render pass
passEncoder.end();
// End frame by passing array of command buffers to command queue for execution
device.queue.submit([commandEncoder.finish()]);
// ...
Specifications
Specification |
---|
WebGPU # dom-gpurenderpassencoder-end |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API