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GPUQueue: submit() method

files/en-us/web/api/gpuqueue/submit/index.md

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{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}

The submit() method of the {{domxref("GPUQueue")}} interface schedules the execution of command buffers represented by one or more {{domxref("GPUCommandBuffer")}} objects by the GPU.

Syntax

js-nolint
submit(commandBuffers)

Parameters

  • commandBuffers
    • : An array of {{domxref("GPUCommandBuffer")}} objects containing the commands to be enqueued for processing by the GPU. The array must not contain duplicate GPUCommandBuffer objects — each one can only be submitted once per submit() call.

Return value

None ({{jsxref("Undefined")}}).

Validation

The following criteria must be met when calling submit(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPUQueue")}} becomes invalid:

  • The array of {{domxref("GPUCommandBuffer")}} objects referenced in the submit() call does not contain duplicates.
  • Any {{domxref("GPUBuffer")}}, {{domxref("GPUTexture")}}, and {{domxref("GPUQuerySet")}} objects used in the encoded commands are available for use, i.e., not unavailable (GPUBuffers are unavailable if they are currently {{domxref("GPUBuffer.mapAsync", "mapped", "", "nocode")}}) or destroyed (with the destroy() method).
  • Any {{domxref("GPUExternalTexture")}} objects used in the encoded commands are not expired (they expire automatically shortly after being imported via {{domxref("GPUDevice.importExternalTexture", "importExternalTexture()")}}).
  • If a {{domxref("GPUQuerySet")}} object used in an encoded command is of type "occlusion" query, it is not already used, except by {{domxref("GPURenderPassEncoder.beginOcclusionQuery()")}}.

Examples

In our basic render demo, a number of commands are recorded via a {{domxref("GPUCommandEncoder")}}:

js
// …

// Create GPUCommandEncoder
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 a triangle

passEncoder.setPipeline(renderPipeline);
passEncoder.setVertexBuffer(0, vertexBuffer);
passEncoder.draw(3);

// End the render pass

passEncoder.end();

// …

The commands encoded by the {{domxref("GPUCommandEncoder")}} are recoded into a {{domxref("GPUCommandBuffer")}} using the {{domxref("GPUCommandEncoder.finish()")}} method. The command buffer is then passed into the queue via a submit() call, ready to be processed by the GPU.

js
device.queue.submit([commandEncoder.finish()]);

[!NOTE] Study the WebGPU samples to find more queue examples.

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also