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Showing content from http://developer.mozilla.org/en-US/docs/Web/API/GPUDevice/pushErrorScope below:

GPUDevice: pushErrorScope() method - Web APIs

GPUDevice: pushErrorScope() method

Limited availability

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 pushErrorScope() method of the GPUDevice interface pushes a new GPU error scope onto the device's error scope stack, allowing you to capture errors of a particular type.

Once you are done capturing errors, you can end capture by invoking GPUDevice.popErrorScope(). This pops the scope from the stack and returns a Promise that resolves to an object describing the first error captured in the scope, or null if no errors were captured.

Syntax Parameters
filter

An enumerated value that specifies what type of error will be caught in this particular error scope. Possible values are:

"internal"

The error scope will catch a GPUInternalError.

"out-of-memory"

The error scope will catch a GPUOutOfMemoryError.

"validation"

The error scope will catch a GPUValidationError.

Return value

None (Undefined).

Examples

The following example uses an error scope to capture a suspected validation error, logging it to the console.

device.pushErrorScope("validation");

let sampler = device.createSampler({
  maxAnisotropy: 0, // Invalid, maxAnisotropy must be at least 1.
});

device.popErrorScope().then((error) => {
  if (error) {
    sampler = null;
    console.error(`An error occurred while creating sampler: ${error.message}`);
  }
});

See WebGPU Error Handling best practices for a lot more examples and information.

Specifications Browser compatibility See also

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