GPURenderPassEncoder: end() method

Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.

The end() method of the GPURenderPassEncoder interface completes recording of the current render pass command sequence.

Syntax

js

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 GPURenderPassEncoder is open (i.e. not already ended via an end() 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 maxDrawCount property set in the GPUCommandEncoder.beginRenderPass() descriptor.

Examples

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.

js

// ...

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

Specification
WebGPU
# dom-gpurenderpassencoder-end

Browser compatibility

BCD tables only load in the browser

See also