web api instance method
GPURenderPassEncoder: end() method
Secure contextAvailable in 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
GPURenderPassEncoderis 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
maxDrawCountproperty set in thebeginRenderPass()descriptor.
Examples
In our basic render demo, several commands are recorded via a GPUCommandEncoder. Most of these commands originate from the GPURenderPassEncoder created via 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
SpecificationsStandards references are available on the canonical MDN page.
Browser compatibility
Browser compatibilityCompatibility data is available on the canonical MDN page.
See also
- The WebGPU API