GPURenderPassEncoder: setViewport() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
The setViewport()
method of the
GPURenderPassEncoder
interface sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.
Syntax
setViewport(x, y, width, height, minDepth, maxDepth)
Parameters
x
-
A number representing the minimum X value of the viewport, in pixels.
y
-
A number representing the minimum Y value of the viewport, in pixels.
width
-
A number representing the width of the viewport, in pixels.
height
-
A number representing the height of the viewport, in pixels.
minDepth
-
A number representing the minimum depth value of the viewport.
maxDepth
-
A number representing the maximum depth value of the viewport.
Note: If a setViewport()
call is not made, the default values are (0, 0, attachment width, attachment height, 0, 1)
for each render pass.
Return value
None (Undefined
).
Validation
The following criteria must be met when calling setViewport()
, otherwise a GPUValidationError
is generated and the GPURenderPassEncoder
becomes invalid:
x
,y
,width
, andheight
are all greater than or equal to 0.x
+width
is less than or equal to the width of the render pass's render attachments (see note below).y
+height
is less than or equal to the height of the render pass's render attachments (see note below).minDepth
andmaxDepth
are both inside the range 0.0–1.0 inclusive.minDepth
is less thanmaxDepth
.
Note: See the color and depth/stencil attachments specified in the descriptor of GPUCommandEncoder.beginRenderPass()
; the width and height are based on that of the GPUTexture
that their view
s originate from.
Examples
Basic snippet
In a typical canvas render, the following could be used to halve the width and height of the rendered graphics:
passEncoder.setViewport(0, 0, canvas.width / 2, canvas.height / 2, 0, 1);
In context
In the WebGPU Samples reversedZ example, setViewport
is used several times to set the viewport for the different render passes. Study the example code listing for the full context.
For example:
// ...
colorPass.setViewport(
(canvas.width * m) / 2,
0,
canvas.width / 2,
canvas.height,
0,
1,
);
// ...
Specifications
Specification |
---|
WebGPU # dom-gpurenderpassencoder-setviewport |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API