Interface GPURenderPassEncoder
label: string;
beginOcclusionQuery(queryIndex: number): void;
draw(
vertexCount: number,
instanceCount?: number,
firstVertex?: number,
firstInstance?: number,
): void;
drawIndexed(
indexCount: number,
instanceCount?: number,
firstIndex?: number,
baseVertex?: number,
firstInstance?: number,
): void;
drawIndexedIndirect(
indirectBuffer: GPUBuffer,
indirectOffset: number,
): void;
drawIndirect(indirectBuffer: GPUBuffer, indirectOffset: number): void;
end(): void;
endOcclusionQuery(): void;
executeBundles(bundles: GPURenderBundle[]): void;
executeBundles(bundles: Iterable<GPURenderBundle>): void;
insertDebugMarker(markerLabel: string): void;
popDebugGroup(): void;
pushDebugGroup(groupLabel: string): void;
setBindGroup(
index: number,
bindGroup: GPUBindGroup | null,
dynamicOffsets?: number[],
): void;
setBindGroup(
index: number,
bindGroup: GPUBindGroup | null,
dynamicOffsetsData: Uint32Array<ArrayBufferLike>,
dynamicOffsetsDataStart: number,
dynamicOffsetsDataLength: number,
): void;
setBindGroup(
index: number,
bindGroup: GPUBindGroup | null,
dynamicOffsets?: Iterable<number, any, any>,
): void;
setBlendConstant(color: GPUColor): void;
setBlendConstant(color: Iterable<number>): void;
setIndexBuffer(
buffer: GPUBuffer,
indexFormat: GPUIndexFormat,
offset?: number,
size?: number,
): void;
setPipeline(pipeline: GPURenderPipeline): void;
setScissorRect(x: number, y: number, width: number, height: number): void;
setStencilReference(reference: number): void;
setVertexBuffer(
slot: number,
buffer: GPUBuffer | null,
offset?: number,
size?: number,
): void;
setViewport(
x: number,
y: number,
width: number,
height: number,
minDepth: number,
maxDepth: number,
): void;
}
Hierarchy (View Summary)
- GPUBindingCommandsMixin
- GPUDebugCommandsMixin
- GPUObjectBase
- GPURenderCommandsMixin
- GPURenderPassEncoder
Index
Methods
beginOcclusionQuery
-
The
beginOcclusionQuery()method of the GPURenderPassEncoder interface begins an occlusion query at the specified index of the relevant GPUQuerySet (provided as the value of the occlusionQuerySet descriptor property when invoking GPUCommandEncoder.beginRenderPass() to run the render pass).Parameters
- queryIndex: number
Returns void
draw
drawIndexed
drawIndexedIndirect
drawIndirect
end
-
The
end()method of the GPURenderPassEncoder interface completes recording of the current render pass command sequence.Returns void
endOcclusionQuery
-
The
endOcclusionQuery()method of the GPURenderPassEncoder interface ends an active occlusion query previously started with beginOcclusionQuery().Returns void
executeBundles
-
The
executeBundles()method of the GPURenderPassEncoder interface executes commands previously recorded into the referenced GPURenderBundles, as part of this render pass.Parameters
- bundles: GPURenderBundle[]
Returns void
-
The
executeBundles()method of the GPURenderPassEncoder interface executes commands previously recorded into the referenced GPURenderBundles, as part of this render pass.Parameters
- bundles: Iterable<GPURenderBundle>
Returns void
insertDebugMarker
popDebugGroup
-
Returns void
pushDebugGroup
setBindGroup
-
Parameters
- index: number
- bindGroup: GPUBindGroup | null
OptionaldynamicOffsets: number[]
Returns void
-
setBindGroup(
index: number,
bindGroup: GPUBindGroup | null,
dynamicOffsetsData: Uint32Array<ArrayBufferLike>,
dynamicOffsetsDataStart: number,
dynamicOffsetsDataLength: number,
): voidParameters
- index: number
- bindGroup: GPUBindGroup | null
- dynamicOffsetsData: Uint32Array<ArrayBufferLike>
- dynamicOffsetsDataStart: number
- dynamicOffsetsDataLength: number
Returns void
-
setBindGroup(
index: number,
bindGroup: GPUBindGroup | null,
dynamicOffsets?: Iterable<number, any, any>,
): voidParameters
- index: number
- bindGroup: GPUBindGroup | null
OptionaldynamicOffsets: Iterable<number, any, any>
Returns void
setBlendConstant
-
The
setBlendConstant()method of the GPURenderPassEncoder interface sets the constant blend color and alpha values used with "constant" and "one-minus-constant" blend factors (as set in the descriptor of the GPUDevice.createRenderPipeline() method, in the blend property).Parameters
- color: GPUColor
Returns void
-
The
setBlendConstant()method of the GPURenderPassEncoder interface sets the constant blend color and alpha values used with "constant" and "one-minus-constant" blend factors (as set in the descriptor of the GPUDevice.createRenderPipeline() method, in the blend property).Parameters
- color: Iterable<number>
Returns void
setIndexBuffer
-
setIndexBuffer(
buffer: GPUBuffer,
indexFormat: GPUIndexFormat,
offset?: number,
size?: number,
): voidParameters
- buffer: GPUBuffer
- indexFormat: GPUIndexFormat
Optionaloffset: numberOptionalsize: number
Returns void
setPipeline
setScissorRect
-
The
setScissorRect()method of the GPURenderPassEncoder interface sets the scissor rectangle used during the rasterization stage. After transformation into viewport coordinates any fragments that fall outside the scissor rectangle will be discarded.Parameters
- x: number
- y: number
- width: number
- height: number
Returns void
setStencilReference
-
The
setStencilReference()method of the GPURenderPassEncoder interface sets the stencil reference value using during stencil tests with the "replace" stencil operation (as set in the descriptor of the GPUDevice.createRenderPipeline() method, in the properties defining the various stencil operations).Parameters
- reference: number
Returns void
setVertexBuffer
-
Parameters
- slot: number
- buffer: GPUBuffer | null
Optionaloffset: numberOptionalsize: number
Returns void
setViewport
-
setViewport(
x: number,
y: number,
width: number,
height: number,
minDepth: number,
maxDepth: number,
): voidThe
setViewport()method of the GPURenderPassEncoder interface sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.Parameters
- x: number
- y: number
- width: number
- height: number
- minDepth: number
- maxDepth: number
Returns void
The
GPURenderPassEncoderinterface of the WebGPU API encodes commands related to controlling the vertex and fragment shader stages, as issued by a GPURenderPipeline. It forms part of the overall encoding activity of a GPUCommandEncoder. Available only in secure contexts.MDN Reference