GPUCommandEncoder
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
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 GPUCommandEncoder interface of the WebGPU API represents an encoder that collects a sequence of GPU commands to be issued to the GPU.
A GPUCommandEncoder object instance is created via the GPUDevice.createCommandEncoder() property.
Instance properties
Instance methods
beginComputePass()-
Starts encoding a compute pass, returning a
GPUComputePassEncoderthat can be used to control computation. beginRenderPass()-
Starts encoding a render pass, returning a
GPURenderPassEncoderthat can be used to control rendering. clearBuffer()-
Encodes a command that fills a region of a
GPUBufferwith zeroes. copyBufferToBuffer()-
Encodes a command that copies data from one
GPUBufferto another. copyBufferToTexture()-
Encodes a command that copies data from a
GPUBufferto aGPUTexture. copyTextureToBuffer()-
Encodes a command that copies data from a
GPUTextureto aGPUBuffer. copyTextureToTexture()-
Encodes a command that copies data from one
GPUTextureto another. finish()-
Completes recording of the command sequence encoded on this
GPUCommandEncoder, returning a correspondingGPUCommandBuffer. insertDebugMarker()-
Marks a specific point in a series of encoded commands with a label.
popDebugGroup()-
Ends a debug group, which is begun with a
pushDebugGroup()call. pushDebugGroup()-
Begins a debug group, which is marked with a specified label, and will contain all subsequent encoded commands up until a
popDebugGroup()method is invoked. resolveQuerySet()-
Encodes a command that resolves a
GPUQuerySet, copying the results into a specifiedGPUBuffer. writeTimestamp()Non-standard Deprecated-
Encodes a command that writes a timestamp into a
GPUQuerySetonce the previous commands recorded into the same queuedGPUCommandBufferhave been executed by the GPU.
Examples
In our basic render demo, several commands are recorded via a GPUCommandEncoder:
// …
// 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();
// …
The commands encoded by the GPUCommandEncoder are recorded into a GPUCommandBuffer using the GPUCommandEncoder.finish() method. The command buffer is then passed into the queue via a submit() call, ready to be processed by the GPU.
device.queue.submit([commandEncoder.finish()]);
Note: Study the WebGPU samples to find more command encoding examples.
Specifications
| Specification |
|---|
| WebGPU> # gpucommandencoder> |
Browser compatibility
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See also
- The WebGPU API