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 submit() method of the GPUQueue interface schedules the execution of command buffers represented by one or more GPUCommandBuffer objects by the GPU.
submit(commandBuffers)
commandBuffersAn array of GPUCommandBuffer objects containing the commands to be enqueued for processing by the GPU. The array must not contain duplicate GPUCommandBuffer objects — each one can only be submitted once per submit() call.
None (Undefined).
The following criteria must be met when calling submit(), otherwise a GPUValidationError is generated and the GPUQueue becomes invalid:
GPUCommandBuffer objects referenced in the submit() call does not contain duplicates.GPUBuffer, GPUTexture, and GPUQuerySet objects used in the encoded commands are available for use, i.e., not unavailable (GPUBuffers are unavailable if they are currently mapped) or destroyed (with the destroy() method).GPUExternalTexture objects used in the encoded commands are not expired (they expire automatically shortly after being imported via importExternalTexture()).GPUQuerySet object used in an encoded command is of type "occlusion" query, it is not already used, except by GPURenderPassEncoder.beginOcclusionQuery().In our basic render demo, a number of 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 recoded 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 queue examples.
| Specification |
|---|
| WebGPU> # dom-gpuqueue-submit> |
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Opera | Safari | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | WebView Android | WebView on iOS | |
submit |
113Currently supported on ChromeOS, macOS, and Windows only. |
113Currently supported on ChromeOS, macOS, and Windows only. |
141Currently supported on Windows only, in all contexts except for service workers. |
99Currently supported on ChromeOS, macOS, and Windows only. |
26 | 121 | No | 81 | 26 | 25.0 | 121 | 26 |
validates_command_buffer_uniqueness |
126Currently supported on ChromeOS, macOS, and Windows only. |
126Currently supported on ChromeOS, macOS, and Windows only. |
No | 112Currently supported on ChromeOS, macOS, and Windows only. |
No | 126Currently supported on ChromeOS, macOS, and Windows only. |
No | 83Currently supported on ChromeOS, macOS, and Windows only. |
No | 28.0Currently supported on ChromeOS, macOS, and Windows only. |
126Currently supported on ChromeOS, macOS, and Windows only. |
No |
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https://developer.mozilla.org/en-US/docs/Web/API/GPUQueue/submit