files/en-us/web/api/gpuqueue/submit/index.md
{{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.
submit(commandBuffers)
commandBuffers
GPUCommandBuffer objects — each one can only be submitted once per submit() call.None ({{jsxref("Undefined")}}).
The following criteria must be met when calling submit(), otherwise a {{domxref("GPUValidationError")}} is generated and the {{domxref("GPUQueue")}} becomes invalid:
submit() call does not contain duplicates.GPUBuffers are unavailable if they are currently {{domxref("GPUBuffer.mapAsync", "mapped", "", "nocode")}}) or destroyed (with the destroy() method)."occlusion" query, it is not already used, except by {{domxref("GPURenderPassEncoder.beginOcclusionQuery()")}}.In our basic render demo, a number of commands are recorded via a {{domxref("GPUCommandEncoder")}}:
// …
// 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.
device.queue.submit([commandEncoder.finish()]);
[!NOTE] Study the WebGPU samples to find more queue examples.
{{Specifications}}
{{Compat}}