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Note: This feature is available in Web Workers.
The GPUQueue
interface of the WebGPU API controls execution of encoded commands on the GPU.
A device's primary queue is accessed via the GPUDevice.queue
property.
label
A string providing a label that can be used to identify the object, for example in GPUError
messages or console warnings.
copyExternalImageToTexture()
Copies a snapshot taken from a source image, video, or canvas into a given GPUTexture
.
onSubmittedWorkDone()
Returns a Promise
that resolves when all the work submitted to the GPU via this GPUQueue
at the point the method is called has been processed.
submit()
Schedules the execution of command buffers represented by one or more GPUCommandBuffer
objects by the GPU.
writeBuffer()
Writes a provided data source into a given GPUBuffer
.
writeTexture()
Writes a provided data source into a given GPUTexture
.
In our basic render demo, we define some vertex data in a Float32Array
that we'll use to draw a triangle:
const vertices = new Float32Array([
0.0, 0.6, 0, 1, 1, 0, 0, 1, -0.5, -0.6, 0, 1, 0, 1, 0, 1, 0.5, -0.6, 0, 1, 0,
0, 1, 1,
]);
To use this data in a render pipeline, we need to put it into a GPUBuffer
. First we'll create the buffer:
const vertexBuffer = device.createBuffer({
size: vertices.byteLength, // make it big enough to store vertices in
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
});
To get the data into the buffer we can use the writeBuffer()
function, which lets the user agent determine most efficient way to copy the data over:
device.queue.writeBuffer(vertexBuffer, 0, vertices, 0, vertices.length);
Later on, a set of commands is encoded 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.
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