GPUCommandEncoder: beginRenderPass() method
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 corresponding GPUCommandBuffer
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 the querySet
that the timestamp will be written to. -
querySet
: The GPUQuerySet
that the timestamp will be written to.
Note: To use timestamp queries, the timestamp-query
feature must be enabled in the GPUDevice
.
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 if loadOp
is not set to "clear"
. clearValue
takes an array or object representing the four color components r
, g
, b
, and a
as decimals.
What follows is a sample array:
clearValue: [0.0, 0.5, 1.0, 1.0];
The object equivalent would look like this:
clearValue: {
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}
.
loadOp
-
An enumerated value indicating the load operation to perform on view
prior to executing the render pass. Possible values are:
-
"clear"
: Loads the clearValue
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 if view
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 if depthLoadOp
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 the clearValue
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 of view
to be read-only. If depthReadOnly
is omitted, it defaults to false
.
-
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 if stencilLoadOp
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 the clearValue
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 of view
to be read-only. If stencilReadOnly
is omitted, it defaults to false
.
-
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
Validation
The following criteria must be met when calling beginRenderPass()
, otherwise a GPUValidationError
is generated and an invalid GPURenderPassEncoder
is returned.
General:
For color attachment objects
- The
view
is renderable, and the view
's format (i.e. specified in the descriptor of the originating GPUTexture.createView()
call) is a color renderable format. - If
resolveTarget
is provided: - The
view
's originating GPUTexture
's sampleCount
is greater than 1. - The
resolveTarget
's originating GPUTexture
's sampleCount
is 1. -
resolveTarget
is renderable. - The sizes of the subresources that
view
and resolveTarget
provide a view of match. -
view
's and resolveTarget
's formats match.
-
Color attachments bytes per sample is less than or equal to the
GPUDevice
's maxColorAttachmentBytesPerSample
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 valid depthClearValue
is provided. - If
view
's format is a combined depth-or-stencil format, depthReadOnly
matches stencilReadOnly
. - If
view
's format has a depth aspect, and depthReadOnly
is false
, depthLoadOp
and depthStoreOp
are provided. - If
view
's format has a depth aspect, and depthReadOnly
is true
, depthLoadOp
and depthStoreOp
are not provided. - If
view
's format has a stencil aspect, and stencilReadOnly
is false
, stencilLoadOp
and stencilStoreOp
are provided. - If
view
's format has a stencil aspect, and stencilReadOnly
is true
, stencilLoadOp
and stencilStoreOp
are not provided.
For timestamp queries:
- The
timestamp-query
feature is enabled in the GPUDevice
. - No two
timestampWrites
objects have the same location
. 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 the queryIndex
value is less than the GPUQuerySet.count
. - No two
timestampWrites
objects have the same queryIndex
and querySet
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()
:
const commandEncoder = device.createCommandEncoder();
const renderPassDescriptor = {
colorAttachments: [
{
clearValue: clearColor,
loadOp: "clear",
storeOp: "store",
view: context.getCurrentTexture().createView(),
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
Specifications
Browser compatibility
|
Desktop |
Mobile |
|
Chrome |
Edge |
Firefox |
Internet Explorer |
Opera |
Safari |
WebView Android |
Chrome Android |
Firefox for Android |
Opera Android |
Safari on IOS |
Samsung Internet |
beginRenderPass |
113Currently supported on ChromeOS, macOS, and Windows only. |
113Currently supported on ChromeOS, macOS, and Windows only. |
previewCurrently supported on Linux and Windows only. |
No |
99Currently supported on ChromeOS, macOS, and Windows only. |
No |
No |
No |
No |
No |
No |
No |
See also