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The end()
method of the GPURenderPassEncoder
interface completes recording of the current render pass command sequence.
None.
Return valueNone (Undefined
).
The following criteria must be met when calling end()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid:
GPURenderPassEncoder
is open (i.e., not already ended via an end()
call).beginOcclusionQuery()
) active on the current render pass.pushDebugGroup()
).maxDrawCount
property set in the GPUCommandEncoder.beginRenderPass()
descriptor.In our basic render demo, several commands are recorded via a GPUCommandEncoder
. Most of these commands originate from the GPURenderPassEncoder
created via GPUCommandEncoder.beginRenderPass()
. end()
is called in an appropriate place to end the render pass.
// â¦
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()]);
// â¦
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